rnd-20100619-1-src
[rocksndiamonds.git] / src / game.c
1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back!               *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 Artsoft Entertainment                      *
5 *               Holger Schemel                             *
6 *               Detmolder Strasse 189                      *
7 *               33604 Bielefeld                            *
8 *               Germany                                    *
9 *               e-mail: info@artsoft.org                   *
10 *----------------------------------------------------------*
11 * game.c                                                   *
12 ***********************************************************/
13
14 #include "libgame/libgame.h"
15
16 #include "game.h"
17 #include "init.h"
18 #include "tools.h"
19 #include "screens.h"
20 #include "files.h"
21 #include "tape.h"
22 #include "network.h"
23
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE     FALSE
26
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF                   (                         1)
29
30 #define USE_NEW_SP_SLIPPERY             (USE_NEW_STUFF          * 1)
31 #define USE_NEW_CUSTOM_VALUE            (USE_NEW_STUFF          * 1)
32 #define USE_NEW_PLAYER_ANIM             (USE_NEW_STUFF          * 1)
33 #define USE_NEW_ALL_SLIPPERY            (USE_NEW_STUFF          * 1)
34 #define USE_NEW_PLAYER_SPEED            (USE_NEW_STUFF          * 1)
35 #define USE_NEW_DELAYED_ACTION          (USE_NEW_STUFF          * 1)
36 #define USE_NEW_SNAP_DELAY              (USE_NEW_STUFF          * 1)
37 #define USE_ONLY_ONE_CHANGE_PER_FRAME   (USE_NEW_STUFF          * 1)
38 #define USE_ONE_MORE_CHANGE_PER_FRAME   (USE_NEW_STUFF          * 1)
39 #define USE_FIXED_DONT_RUN_INTO         (USE_NEW_STUFF          * 1)
40 #define USE_NEW_SPRING_BUMPER           (USE_NEW_STUFF          * 1)
41 #define USE_STOP_CHANGED_ELEMENTS       (USE_NEW_STUFF          * 1)
42 #define USE_ELEMENT_TOUCHING_BUGFIX     (USE_NEW_STUFF          * 1)
43 #define USE_NEW_CONTINUOUS_SNAPPING     (USE_NEW_STUFF          * 1)
44 #define USE_GFX_RESET_GFX_ANIMATION     (USE_NEW_STUFF          * 1)
45 #define USE_BOTH_SWITCHGATE_SWITCHES    (USE_NEW_STUFF          * 1)
46 #define USE_PLAYER_GRAVITY              (USE_NEW_STUFF          * 1)
47 #define USE_FIXED_BORDER_RUNNING_GFX    (USE_NEW_STUFF          * 1)
48 #define USE_QUICKSAND_BD_ROCK_BUGFIX    (USE_NEW_STUFF          * 0)
49
50 #define USE_QUICKSAND_IMPACT_BUGFIX     (USE_NEW_STUFF          * 0)
51
52 #define USE_CODE_THAT_BREAKS_SNAKE_BITE (USE_NEW_STUFF          * 1)
53
54 #define USE_UFAST_PLAYER_EXIT_BUGFIX    (USE_NEW_STUFF          * 1)
55
56 #define USE_GFX_RESET_ONLY_WHEN_MOVING  (USE_NEW_STUFF          * 1)
57 #define USE_GFX_RESET_PLAYER_ARTWORK    (USE_NEW_STUFF          * 1)
58
59 #define USE_FIX_KILLED_BY_NON_WALKABLE  (USE_NEW_STUFF          * 1)
60 #define USE_FIX_IMPACT_COLLISION        (USE_NEW_STUFF          * 1)
61 #define USE_FIX_CE_ACTION_WITH_PLAYER   (USE_NEW_STUFF          * 1)
62 #define USE_FIX_NO_ACTION_AFTER_CHANGE  (USE_NEW_STUFF          * 1)
63
64 #define USE_PLAYER_REANIMATION          (USE_NEW_STUFF          * 1)
65
66 #define USE_GFX_RESET_WHEN_NOT_MOVING   (USE_NEW_STUFF          * 1)
67
68 #define USE_NEW_PLAYER_ASSIGNMENTS      (USE_NEW_STUFF          * 1)
69
70 #define USE_DELAYED_GFX_REDRAW          (USE_NEW_STUFF          * 0)
71
72 #if USE_DELAYED_GFX_REDRAW
73 #define TEST_DrawLevelField(x, y)                               \
74         GfxRedraw[x][y] |= GFX_REDRAW_TILE
75 #define TEST_DrawLevelFieldCrumbled(x, y)                       \
76         GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
77 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y)             \
78         GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
79 #define TEST_DrawTwinkleOnField(x, y)                           \
80         GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
81 #else
82 #define TEST_DrawLevelField(x, y)                               \
83              DrawLevelField(x, y)
84 #define TEST_DrawLevelFieldCrumbled(x, y)                       \
85              DrawLevelFieldCrumbled(x, y)
86 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y)             \
87              DrawLevelFieldCrumbledNeighbours(x, y)
88 #define TEST_DrawTwinkleOnField(x, y)                           \
89              DrawTwinkleOnField(x, y)
90 #endif
91
92
93 /* for DigField() */
94 #define DF_NO_PUSH              0
95 #define DF_DIG                  1
96 #define DF_SNAP                 2
97
98 /* for MovePlayer() */
99 #define MP_NO_ACTION            0
100 #define MP_MOVING               1
101 #define MP_ACTION               2
102 #define MP_DONT_RUN_INTO        (MP_MOVING | MP_ACTION)
103
104 /* for ScrollPlayer() */
105 #define SCROLL_INIT             0
106 #define SCROLL_GO_ON            1
107
108 /* for Bang()/Explode() */
109 #define EX_PHASE_START          0
110 #define EX_TYPE_NONE            0
111 #define EX_TYPE_NORMAL          (1 << 0)
112 #define EX_TYPE_CENTER          (1 << 1)
113 #define EX_TYPE_BORDER          (1 << 2)
114 #define EX_TYPE_CROSS           (1 << 3)
115 #define EX_TYPE_DYNA            (1 << 4)
116 #define EX_TYPE_SINGLE_TILE     (EX_TYPE_CENTER | EX_TYPE_BORDER)
117
118 #define PANEL_OFF()             (local_player->LevelSolved_PanelOff)
119 #define PANEL_DEACTIVATED(p)    ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
120 #define PANEL_XPOS(p)           (DX + ALIGNED_TEXT_XPOS(p))
121 #define PANEL_YPOS(p)           (DY + ALIGNED_TEXT_YPOS(p))
122
123 /* special positions in the game control window (relative to control window) */
124 #define XX_LEVEL1               (PANEL_XPOS(game.panel.level))
125 #define XX_LEVEL2               (PANEL_XPOS(game.panel.level) - 1)
126 #define XX_LEVEL                (PANEL_XPOS(game.panel.level))
127 #define YY_LEVEL                (PANEL_YPOS(game.panel.level))
128 #define XX_EMERALDS             (PANEL_XPOS(game.panel.gems))
129 #define YY_EMERALDS             (PANEL_YPOS(game.panel.gems))
130 #define XX_DYNAMITE             (PANEL_XPOS(game.panel.inventory))
131 #define YY_DYNAMITE             (PANEL_YPOS(game.panel.inventory))
132 #define XX_KEYS                 (PANEL_XPOS(game.panel.keys))
133 #define YY_KEYS                 (PANEL_YPOS(game.panel.keys))
134 #define XX_SCORE                (PANEL_XPOS(game.panel.score))
135 #define YY_SCORE                (PANEL_YPOS(game.panel.score))
136 #define XX_TIME1                (PANEL_XPOS(game.panel.time))
137 #define XX_TIME2                (PANEL_XPOS(game.panel.time) + 1)
138 #define XX_TIME                 (PANEL_XPOS(game.panel.time))
139 #define YY_TIME                 (PANEL_YPOS(game.panel.time))
140
141 /* special positions in the game control window (relative to main window) */
142 #define DX_LEVEL1               (DX + XX_LEVEL1)
143 #define DX_LEVEL2               (DX + XX_LEVEL2)
144 #define DX_LEVEL                (DX + XX_LEVEL)
145 #define DY_LEVEL                (DY + YY_LEVEL)
146 #define DX_EMERALDS             (DX + XX_EMERALDS)
147 #define DY_EMERALDS             (DY + YY_EMERALDS)
148 #define DX_DYNAMITE             (DX + XX_DYNAMITE)
149 #define DY_DYNAMITE             (DY + YY_DYNAMITE)
150 #define DX_KEYS                 (DX + XX_KEYS)
151 #define DY_KEYS                 (DY + YY_KEYS)
152 #define DX_SCORE                (DX + XX_SCORE)
153 #define DY_SCORE                (DY + YY_SCORE)
154 #define DX_TIME1                (DX + XX_TIME1)
155 #define DX_TIME2                (DX + XX_TIME2)
156 #define DX_TIME                 (DX + XX_TIME)
157 #define DY_TIME                 (DY + YY_TIME)
158
159 #if 1
160 /* game panel display and control definitions */
161
162 #define GAME_PANEL_LEVEL_NUMBER                 0
163 #define GAME_PANEL_GEMS                         1
164 #define GAME_PANEL_INVENTORY_COUNT              2
165 #define GAME_PANEL_INVENTORY_FIRST_1            3
166 #define GAME_PANEL_INVENTORY_FIRST_2            4
167 #define GAME_PANEL_INVENTORY_FIRST_3            5
168 #define GAME_PANEL_INVENTORY_FIRST_4            6
169 #define GAME_PANEL_INVENTORY_FIRST_5            7
170 #define GAME_PANEL_INVENTORY_FIRST_6            8
171 #define GAME_PANEL_INVENTORY_FIRST_7            9
172 #define GAME_PANEL_INVENTORY_FIRST_8            10
173 #define GAME_PANEL_INVENTORY_LAST_1             11
174 #define GAME_PANEL_INVENTORY_LAST_2             12
175 #define GAME_PANEL_INVENTORY_LAST_3             13
176 #define GAME_PANEL_INVENTORY_LAST_4             14
177 #define GAME_PANEL_INVENTORY_LAST_5             15
178 #define GAME_PANEL_INVENTORY_LAST_6             16
179 #define GAME_PANEL_INVENTORY_LAST_7             17
180 #define GAME_PANEL_INVENTORY_LAST_8             18
181 #define GAME_PANEL_KEY_1                        19
182 #define GAME_PANEL_KEY_2                        20
183 #define GAME_PANEL_KEY_3                        21
184 #define GAME_PANEL_KEY_4                        22
185 #define GAME_PANEL_KEY_5                        23
186 #define GAME_PANEL_KEY_6                        24
187 #define GAME_PANEL_KEY_7                        25
188 #define GAME_PANEL_KEY_8                        26
189 #define GAME_PANEL_KEY_WHITE                    27
190 #define GAME_PANEL_KEY_WHITE_COUNT              28
191 #define GAME_PANEL_SCORE                        29
192 #define GAME_PANEL_HIGHSCORE                    30
193 #define GAME_PANEL_TIME                         31
194 #define GAME_PANEL_TIME_HH                      32
195 #define GAME_PANEL_TIME_MM                      33
196 #define GAME_PANEL_TIME_SS                      34
197 #define GAME_PANEL_FRAME                        35
198 #define GAME_PANEL_SHIELD_NORMAL                36
199 #define GAME_PANEL_SHIELD_NORMAL_TIME           37
200 #define GAME_PANEL_SHIELD_DEADLY                38
201 #define GAME_PANEL_SHIELD_DEADLY_TIME           39
202 #define GAME_PANEL_EXIT                         40
203 #define GAME_PANEL_EMC_MAGIC_BALL               41
204 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH        42
205 #define GAME_PANEL_LIGHT_SWITCH                 43
206 #define GAME_PANEL_LIGHT_SWITCH_TIME            44
207 #define GAME_PANEL_TIMEGATE_SWITCH              45
208 #define GAME_PANEL_TIMEGATE_SWITCH_TIME         46
209 #define GAME_PANEL_SWITCHGATE_SWITCH            47
210 #define GAME_PANEL_EMC_LENSES                   48
211 #define GAME_PANEL_EMC_LENSES_TIME              49
212 #define GAME_PANEL_EMC_MAGNIFIER                50
213 #define GAME_PANEL_EMC_MAGNIFIER_TIME           51
214 #define GAME_PANEL_BALLOON_SWITCH               52
215 #define GAME_PANEL_DYNABOMB_NUMBER              53
216 #define GAME_PANEL_DYNABOMB_SIZE                54
217 #define GAME_PANEL_DYNABOMB_POWER               55
218 #define GAME_PANEL_PENGUINS                     56
219 #define GAME_PANEL_SOKOBAN_OBJECTS              57
220 #define GAME_PANEL_SOKOBAN_FIELDS               58
221 #define GAME_PANEL_ROBOT_WHEEL                  59
222 #define GAME_PANEL_CONVEYOR_BELT_1              60
223 #define GAME_PANEL_CONVEYOR_BELT_2              61
224 #define GAME_PANEL_CONVEYOR_BELT_3              62
225 #define GAME_PANEL_CONVEYOR_BELT_4              63
226 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH       64
227 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH       65
228 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH       66
229 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH       67
230 #define GAME_PANEL_MAGIC_WALL                   68
231 #define GAME_PANEL_MAGIC_WALL_TIME              69
232 #define GAME_PANEL_GRAVITY_STATE                70
233 #define GAME_PANEL_GRAPHIC_1                    71
234 #define GAME_PANEL_GRAPHIC_2                    72
235 #define GAME_PANEL_GRAPHIC_3                    73
236 #define GAME_PANEL_GRAPHIC_4                    74
237 #define GAME_PANEL_GRAPHIC_5                    75
238 #define GAME_PANEL_GRAPHIC_6                    76
239 #define GAME_PANEL_GRAPHIC_7                    77
240 #define GAME_PANEL_GRAPHIC_8                    78
241 #define GAME_PANEL_ELEMENT_1                    79
242 #define GAME_PANEL_ELEMENT_2                    80
243 #define GAME_PANEL_ELEMENT_3                    81
244 #define GAME_PANEL_ELEMENT_4                    82
245 #define GAME_PANEL_ELEMENT_5                    83
246 #define GAME_PANEL_ELEMENT_6                    84
247 #define GAME_PANEL_ELEMENT_7                    85
248 #define GAME_PANEL_ELEMENT_8                    86
249 #define GAME_PANEL_ELEMENT_COUNT_1              87
250 #define GAME_PANEL_ELEMENT_COUNT_2              88
251 #define GAME_PANEL_ELEMENT_COUNT_3              89
252 #define GAME_PANEL_ELEMENT_COUNT_4              90
253 #define GAME_PANEL_ELEMENT_COUNT_5              91
254 #define GAME_PANEL_ELEMENT_COUNT_6              92
255 #define GAME_PANEL_ELEMENT_COUNT_7              93
256 #define GAME_PANEL_ELEMENT_COUNT_8              94
257 #define GAME_PANEL_CE_SCORE_1                   95
258 #define GAME_PANEL_CE_SCORE_2                   96
259 #define GAME_PANEL_CE_SCORE_3                   97
260 #define GAME_PANEL_CE_SCORE_4                   98
261 #define GAME_PANEL_CE_SCORE_5                   99
262 #define GAME_PANEL_CE_SCORE_6                   100
263 #define GAME_PANEL_CE_SCORE_7                   101
264 #define GAME_PANEL_CE_SCORE_8                   102
265 #define GAME_PANEL_CE_SCORE_1_ELEMENT           103
266 #define GAME_PANEL_CE_SCORE_2_ELEMENT           104
267 #define GAME_PANEL_CE_SCORE_3_ELEMENT           105
268 #define GAME_PANEL_CE_SCORE_4_ELEMENT           106
269 #define GAME_PANEL_CE_SCORE_5_ELEMENT           107
270 #define GAME_PANEL_CE_SCORE_6_ELEMENT           108
271 #define GAME_PANEL_CE_SCORE_7_ELEMENT           109
272 #define GAME_PANEL_CE_SCORE_8_ELEMENT           110
273 #define GAME_PANEL_PLAYER_NAME                  111
274 #define GAME_PANEL_LEVEL_NAME                   112
275 #define GAME_PANEL_LEVEL_AUTHOR                 113
276
277 #define NUM_GAME_PANEL_CONTROLS                 114
278
279 struct GamePanelOrderInfo
280 {
281   int nr;
282   int sort_priority;
283 };
284
285 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
286
287 struct GamePanelControlInfo
288 {
289   int nr;
290
291   struct TextPosInfo *pos;
292   int type;
293
294   int value, last_value;
295   int frame, last_frame;
296   int gfx_frame;
297   int gfx_random;
298 };
299
300 static struct GamePanelControlInfo game_panel_controls[] =
301 {
302   {
303     GAME_PANEL_LEVEL_NUMBER,
304     &game.panel.level_number,
305     TYPE_INTEGER,
306   },
307   {
308     GAME_PANEL_GEMS,
309     &game.panel.gems,
310     TYPE_INTEGER,
311   },
312   {
313     GAME_PANEL_INVENTORY_COUNT,
314     &game.panel.inventory_count,
315     TYPE_INTEGER,
316   },
317   {
318     GAME_PANEL_INVENTORY_FIRST_1,
319     &game.panel.inventory_first[0],
320     TYPE_ELEMENT,
321   },
322   {
323     GAME_PANEL_INVENTORY_FIRST_2,
324     &game.panel.inventory_first[1],
325     TYPE_ELEMENT,
326   },
327   {
328     GAME_PANEL_INVENTORY_FIRST_3,
329     &game.panel.inventory_first[2],
330     TYPE_ELEMENT,
331   },
332   {
333     GAME_PANEL_INVENTORY_FIRST_4,
334     &game.panel.inventory_first[3],
335     TYPE_ELEMENT,
336   },
337   {
338     GAME_PANEL_INVENTORY_FIRST_5,
339     &game.panel.inventory_first[4],
340     TYPE_ELEMENT,
341   },
342   {
343     GAME_PANEL_INVENTORY_FIRST_6,
344     &game.panel.inventory_first[5],
345     TYPE_ELEMENT,
346   },
347   {
348     GAME_PANEL_INVENTORY_FIRST_7,
349     &game.panel.inventory_first[6],
350     TYPE_ELEMENT,
351   },
352   {
353     GAME_PANEL_INVENTORY_FIRST_8,
354     &game.panel.inventory_first[7],
355     TYPE_ELEMENT,
356   },
357   {
358     GAME_PANEL_INVENTORY_LAST_1,
359     &game.panel.inventory_last[0],
360     TYPE_ELEMENT,
361   },
362   {
363     GAME_PANEL_INVENTORY_LAST_2,
364     &game.panel.inventory_last[1],
365     TYPE_ELEMENT,
366   },
367   {
368     GAME_PANEL_INVENTORY_LAST_3,
369     &game.panel.inventory_last[2],
370     TYPE_ELEMENT,
371   },
372   {
373     GAME_PANEL_INVENTORY_LAST_4,
374     &game.panel.inventory_last[3],
375     TYPE_ELEMENT,
376   },
377   {
378     GAME_PANEL_INVENTORY_LAST_5,
379     &game.panel.inventory_last[4],
380     TYPE_ELEMENT,
381   },
382   {
383     GAME_PANEL_INVENTORY_LAST_6,
384     &game.panel.inventory_last[5],
385     TYPE_ELEMENT,
386   },
387   {
388     GAME_PANEL_INVENTORY_LAST_7,
389     &game.panel.inventory_last[6],
390     TYPE_ELEMENT,
391   },
392   {
393     GAME_PANEL_INVENTORY_LAST_8,
394     &game.panel.inventory_last[7],
395     TYPE_ELEMENT,
396   },
397   {
398     GAME_PANEL_KEY_1,
399     &game.panel.key[0],
400     TYPE_ELEMENT,
401   },
402   {
403     GAME_PANEL_KEY_2,
404     &game.panel.key[1],
405     TYPE_ELEMENT,
406   },
407   {
408     GAME_PANEL_KEY_3,
409     &game.panel.key[2],
410     TYPE_ELEMENT,
411   },
412   {
413     GAME_PANEL_KEY_4,
414     &game.panel.key[3],
415     TYPE_ELEMENT,
416   },
417   {
418     GAME_PANEL_KEY_5,
419     &game.panel.key[4],
420     TYPE_ELEMENT,
421   },
422   {
423     GAME_PANEL_KEY_6,
424     &game.panel.key[5],
425     TYPE_ELEMENT,
426   },
427   {
428     GAME_PANEL_KEY_7,
429     &game.panel.key[6],
430     TYPE_ELEMENT,
431   },
432   {
433     GAME_PANEL_KEY_8,
434     &game.panel.key[7],
435     TYPE_ELEMENT,
436   },
437   {
438     GAME_PANEL_KEY_WHITE,
439     &game.panel.key_white,
440     TYPE_ELEMENT,
441   },
442   {
443     GAME_PANEL_KEY_WHITE_COUNT,
444     &game.panel.key_white_count,
445     TYPE_INTEGER,
446   },
447   {
448     GAME_PANEL_SCORE,
449     &game.panel.score,
450     TYPE_INTEGER,
451   },
452   {
453     GAME_PANEL_HIGHSCORE,
454     &game.panel.highscore,
455     TYPE_INTEGER,
456   },
457   {
458     GAME_PANEL_TIME,
459     &game.panel.time,
460     TYPE_INTEGER,
461   },
462   {
463     GAME_PANEL_TIME_HH,
464     &game.panel.time_hh,
465     TYPE_INTEGER,
466   },
467   {
468     GAME_PANEL_TIME_MM,
469     &game.panel.time_mm,
470     TYPE_INTEGER,
471   },
472   {
473     GAME_PANEL_TIME_SS,
474     &game.panel.time_ss,
475     TYPE_INTEGER,
476   },
477   {
478     GAME_PANEL_FRAME,
479     &game.panel.frame,
480     TYPE_INTEGER,
481   },
482   {
483     GAME_PANEL_SHIELD_NORMAL,
484     &game.panel.shield_normal,
485     TYPE_ELEMENT,
486   },
487   {
488     GAME_PANEL_SHIELD_NORMAL_TIME,
489     &game.panel.shield_normal_time,
490     TYPE_INTEGER,
491   },
492   {
493     GAME_PANEL_SHIELD_DEADLY,
494     &game.panel.shield_deadly,
495     TYPE_ELEMENT,
496   },
497   {
498     GAME_PANEL_SHIELD_DEADLY_TIME,
499     &game.panel.shield_deadly_time,
500     TYPE_INTEGER,
501   },
502   {
503     GAME_PANEL_EXIT,
504     &game.panel.exit,
505     TYPE_ELEMENT,
506   },
507   {
508     GAME_PANEL_EMC_MAGIC_BALL,
509     &game.panel.emc_magic_ball,
510     TYPE_ELEMENT,
511   },
512   {
513     GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
514     &game.panel.emc_magic_ball_switch,
515     TYPE_ELEMENT,
516   },
517   {
518     GAME_PANEL_LIGHT_SWITCH,
519     &game.panel.light_switch,
520     TYPE_ELEMENT,
521   },
522   {
523     GAME_PANEL_LIGHT_SWITCH_TIME,
524     &game.panel.light_switch_time,
525     TYPE_INTEGER,
526   },
527   {
528     GAME_PANEL_TIMEGATE_SWITCH,
529     &game.panel.timegate_switch,
530     TYPE_ELEMENT,
531   },
532   {
533     GAME_PANEL_TIMEGATE_SWITCH_TIME,
534     &game.panel.timegate_switch_time,
535     TYPE_INTEGER,
536   },
537   {
538     GAME_PANEL_SWITCHGATE_SWITCH,
539     &game.panel.switchgate_switch,
540     TYPE_ELEMENT,
541   },
542   {
543     GAME_PANEL_EMC_LENSES,
544     &game.panel.emc_lenses,
545     TYPE_ELEMENT,
546   },
547   {
548     GAME_PANEL_EMC_LENSES_TIME,
549     &game.panel.emc_lenses_time,
550     TYPE_INTEGER,
551   },
552   {
553     GAME_PANEL_EMC_MAGNIFIER,
554     &game.panel.emc_magnifier,
555     TYPE_ELEMENT,
556   },
557   {
558     GAME_PANEL_EMC_MAGNIFIER_TIME,
559     &game.panel.emc_magnifier_time,
560     TYPE_INTEGER,
561   },
562   {
563     GAME_PANEL_BALLOON_SWITCH,
564     &game.panel.balloon_switch,
565     TYPE_ELEMENT,
566   },
567   {
568     GAME_PANEL_DYNABOMB_NUMBER,
569     &game.panel.dynabomb_number,
570     TYPE_INTEGER,
571   },
572   {
573     GAME_PANEL_DYNABOMB_SIZE,
574     &game.panel.dynabomb_size,
575     TYPE_INTEGER,
576   },
577   {
578     GAME_PANEL_DYNABOMB_POWER,
579     &game.panel.dynabomb_power,
580     TYPE_ELEMENT,
581   },
582   {
583     GAME_PANEL_PENGUINS,
584     &game.panel.penguins,
585     TYPE_INTEGER,
586   },
587   {
588     GAME_PANEL_SOKOBAN_OBJECTS,
589     &game.panel.sokoban_objects,
590     TYPE_INTEGER,
591   },
592   {
593     GAME_PANEL_SOKOBAN_FIELDS,
594     &game.panel.sokoban_fields,
595     TYPE_INTEGER,
596   },
597   {
598     GAME_PANEL_ROBOT_WHEEL,
599     &game.panel.robot_wheel,
600     TYPE_ELEMENT,
601   },
602   {
603     GAME_PANEL_CONVEYOR_BELT_1,
604     &game.panel.conveyor_belt[0],
605     TYPE_ELEMENT,
606   },
607   {
608     GAME_PANEL_CONVEYOR_BELT_2,
609     &game.panel.conveyor_belt[1],
610     TYPE_ELEMENT,
611   },
612   {
613     GAME_PANEL_CONVEYOR_BELT_3,
614     &game.panel.conveyor_belt[2],
615     TYPE_ELEMENT,
616   },
617   {
618     GAME_PANEL_CONVEYOR_BELT_4,
619     &game.panel.conveyor_belt[3],
620     TYPE_ELEMENT,
621   },
622   {
623     GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
624     &game.panel.conveyor_belt_switch[0],
625     TYPE_ELEMENT,
626   },
627   {
628     GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
629     &game.panel.conveyor_belt_switch[1],
630     TYPE_ELEMENT,
631   },
632   {
633     GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
634     &game.panel.conveyor_belt_switch[2],
635     TYPE_ELEMENT,
636   },
637   {
638     GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
639     &game.panel.conveyor_belt_switch[3],
640     TYPE_ELEMENT,
641   },
642   {
643     GAME_PANEL_MAGIC_WALL,
644     &game.panel.magic_wall,
645     TYPE_ELEMENT,
646   },
647   {
648     GAME_PANEL_MAGIC_WALL_TIME,
649     &game.panel.magic_wall_time,
650     TYPE_INTEGER,
651   },
652   {
653     GAME_PANEL_GRAVITY_STATE,
654     &game.panel.gravity_state,
655     TYPE_STRING,
656   },
657   {
658     GAME_PANEL_GRAPHIC_1,
659     &game.panel.graphic[0],
660     TYPE_ELEMENT,
661   },
662   {
663     GAME_PANEL_GRAPHIC_2,
664     &game.panel.graphic[1],
665     TYPE_ELEMENT,
666   },
667   {
668     GAME_PANEL_GRAPHIC_3,
669     &game.panel.graphic[2],
670     TYPE_ELEMENT,
671   },
672   {
673     GAME_PANEL_GRAPHIC_4,
674     &game.panel.graphic[3],
675     TYPE_ELEMENT,
676   },
677   {
678     GAME_PANEL_GRAPHIC_5,
679     &game.panel.graphic[4],
680     TYPE_ELEMENT,
681   },
682   {
683     GAME_PANEL_GRAPHIC_6,
684     &game.panel.graphic[5],
685     TYPE_ELEMENT,
686   },
687   {
688     GAME_PANEL_GRAPHIC_7,
689     &game.panel.graphic[6],
690     TYPE_ELEMENT,
691   },
692   {
693     GAME_PANEL_GRAPHIC_8,
694     &game.panel.graphic[7],
695     TYPE_ELEMENT,
696   },
697   {
698     GAME_PANEL_ELEMENT_1,
699     &game.panel.element[0],
700     TYPE_ELEMENT,
701   },
702   {
703     GAME_PANEL_ELEMENT_2,
704     &game.panel.element[1],
705     TYPE_ELEMENT,
706   },
707   {
708     GAME_PANEL_ELEMENT_3,
709     &game.panel.element[2],
710     TYPE_ELEMENT,
711   },
712   {
713     GAME_PANEL_ELEMENT_4,
714     &game.panel.element[3],
715     TYPE_ELEMENT,
716   },
717   {
718     GAME_PANEL_ELEMENT_5,
719     &game.panel.element[4],
720     TYPE_ELEMENT,
721   },
722   {
723     GAME_PANEL_ELEMENT_6,
724     &game.panel.element[5],
725     TYPE_ELEMENT,
726   },
727   {
728     GAME_PANEL_ELEMENT_7,
729     &game.panel.element[6],
730     TYPE_ELEMENT,
731   },
732   {
733     GAME_PANEL_ELEMENT_8,
734     &game.panel.element[7],
735     TYPE_ELEMENT,
736   },
737   {
738     GAME_PANEL_ELEMENT_COUNT_1,
739     &game.panel.element_count[0],
740     TYPE_INTEGER,
741   },
742   {
743     GAME_PANEL_ELEMENT_COUNT_2,
744     &game.panel.element_count[1],
745     TYPE_INTEGER,
746   },
747   {
748     GAME_PANEL_ELEMENT_COUNT_3,
749     &game.panel.element_count[2],
750     TYPE_INTEGER,
751   },
752   {
753     GAME_PANEL_ELEMENT_COUNT_4,
754     &game.panel.element_count[3],
755     TYPE_INTEGER,
756   },
757   {
758     GAME_PANEL_ELEMENT_COUNT_5,
759     &game.panel.element_count[4],
760     TYPE_INTEGER,
761   },
762   {
763     GAME_PANEL_ELEMENT_COUNT_6,
764     &game.panel.element_count[5],
765     TYPE_INTEGER,
766   },
767   {
768     GAME_PANEL_ELEMENT_COUNT_7,
769     &game.panel.element_count[6],
770     TYPE_INTEGER,
771   },
772   {
773     GAME_PANEL_ELEMENT_COUNT_8,
774     &game.panel.element_count[7],
775     TYPE_INTEGER,
776   },
777   {
778     GAME_PANEL_CE_SCORE_1,
779     &game.panel.ce_score[0],
780     TYPE_INTEGER,
781   },
782   {
783     GAME_PANEL_CE_SCORE_2,
784     &game.panel.ce_score[1],
785     TYPE_INTEGER,
786   },
787   {
788     GAME_PANEL_CE_SCORE_3,
789     &game.panel.ce_score[2],
790     TYPE_INTEGER,
791   },
792   {
793     GAME_PANEL_CE_SCORE_4,
794     &game.panel.ce_score[3],
795     TYPE_INTEGER,
796   },
797   {
798     GAME_PANEL_CE_SCORE_5,
799     &game.panel.ce_score[4],
800     TYPE_INTEGER,
801   },
802   {
803     GAME_PANEL_CE_SCORE_6,
804     &game.panel.ce_score[5],
805     TYPE_INTEGER,
806   },
807   {
808     GAME_PANEL_CE_SCORE_7,
809     &game.panel.ce_score[6],
810     TYPE_INTEGER,
811   },
812   {
813     GAME_PANEL_CE_SCORE_8,
814     &game.panel.ce_score[7],
815     TYPE_INTEGER,
816   },
817   {
818     GAME_PANEL_CE_SCORE_1_ELEMENT,
819     &game.panel.ce_score_element[0],
820     TYPE_ELEMENT,
821   },
822   {
823     GAME_PANEL_CE_SCORE_2_ELEMENT,
824     &game.panel.ce_score_element[1],
825     TYPE_ELEMENT,
826   },
827   {
828     GAME_PANEL_CE_SCORE_3_ELEMENT,
829     &game.panel.ce_score_element[2],
830     TYPE_ELEMENT,
831   },
832   {
833     GAME_PANEL_CE_SCORE_4_ELEMENT,
834     &game.panel.ce_score_element[3],
835     TYPE_ELEMENT,
836   },
837   {
838     GAME_PANEL_CE_SCORE_5_ELEMENT,
839     &game.panel.ce_score_element[4],
840     TYPE_ELEMENT,
841   },
842   {
843     GAME_PANEL_CE_SCORE_6_ELEMENT,
844     &game.panel.ce_score_element[5],
845     TYPE_ELEMENT,
846   },
847   {
848     GAME_PANEL_CE_SCORE_7_ELEMENT,
849     &game.panel.ce_score_element[6],
850     TYPE_ELEMENT,
851   },
852   {
853     GAME_PANEL_CE_SCORE_8_ELEMENT,
854     &game.panel.ce_score_element[7],
855     TYPE_ELEMENT,
856   },
857   {
858     GAME_PANEL_PLAYER_NAME,
859     &game.panel.player_name,
860     TYPE_STRING,
861   },
862   {
863     GAME_PANEL_LEVEL_NAME,
864     &game.panel.level_name,
865     TYPE_STRING,
866   },
867   {
868     GAME_PANEL_LEVEL_AUTHOR,
869     &game.panel.level_author,
870     TYPE_STRING,
871   },
872
873   {
874     -1,
875     NULL,
876     -1,
877   }
878 };
879 #endif
880
881
882 /* values for delayed check of falling and moving elements and for collision */
883 #define CHECK_DELAY_MOVING      3
884 #define CHECK_DELAY_FALLING     CHECK_DELAY_MOVING
885 #define CHECK_DELAY_COLLISION   2
886 #define CHECK_DELAY_IMPACT      CHECK_DELAY_COLLISION
887
888 /* values for initial player move delay (initial delay counter value) */
889 #define INITIAL_MOVE_DELAY_OFF  -1
890 #define INITIAL_MOVE_DELAY_ON   0
891
892 /* values for player movement speed (which is in fact a delay value) */
893 #define MOVE_DELAY_MIN_SPEED    32
894 #define MOVE_DELAY_NORMAL_SPEED 8
895 #define MOVE_DELAY_HIGH_SPEED   4
896 #define MOVE_DELAY_MAX_SPEED    1
897
898 #define DOUBLE_MOVE_DELAY(x)    (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
899 #define HALVE_MOVE_DELAY(x)     (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
900
901 #define DOUBLE_PLAYER_SPEED(p)  (HALVE_MOVE_DELAY( (p)->move_delay_value))
902 #define HALVE_PLAYER_SPEED(p)   (DOUBLE_MOVE_DELAY((p)->move_delay_value))
903
904 /* values for other actions */
905 #define MOVE_STEPSIZE_NORMAL    (TILEX / MOVE_DELAY_NORMAL_SPEED)
906 #define MOVE_STEPSIZE_MIN       (1)
907 #define MOVE_STEPSIZE_MAX       (TILEX)
908
909 #define GET_DX_FROM_DIR(d)      ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
910 #define GET_DY_FROM_DIR(d)      ((d) == MV_UP   ? -1 : (d) == MV_DOWN  ? 1 : 0)
911
912 #define INIT_GFX_RANDOM()       (GetSimpleRandom(1000000))
913
914 #define GET_NEW_PUSH_DELAY(e)   (   (element_info[e].push_delay_fixed) + \
915                                  RND(element_info[e].push_delay_random))
916 #define GET_NEW_DROP_DELAY(e)   (   (element_info[e].drop_delay_fixed) + \
917                                  RND(element_info[e].drop_delay_random))
918 #define GET_NEW_MOVE_DELAY(e)   (   (element_info[e].move_delay_fixed) + \
919                                  RND(element_info[e].move_delay_random))
920 #define GET_MAX_MOVE_DELAY(e)   (   (element_info[e].move_delay_fixed) + \
921                                     (element_info[e].move_delay_random))
922 #define GET_NEW_CE_VALUE(e)     (   (element_info[e].ce_value_fixed_initial) +\
923                                  RND(element_info[e].ce_value_random_initial))
924 #define GET_CE_SCORE(e)         (   (element_info[e].collect_score))
925 #define GET_CHANGE_DELAY(c)     (   ((c)->delay_fixed  * (c)->delay_frames) + \
926                                  RND((c)->delay_random * (c)->delay_frames))
927 #define GET_CE_DELAY_VALUE(c)   (   ((c)->delay_fixed) + \
928                                  RND((c)->delay_random))
929
930
931 #define GET_VALID_RUNTIME_ELEMENT(e)                                    \
932          ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
933
934 #define RESOLVED_REFERENCE_ELEMENT(be, e)                               \
935         ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START :     \
936          (be) + (e) - EL_SELF > EL_CUSTOM_END   ? EL_CUSTOM_END :       \
937          (be) + (e) - EL_SELF)
938
939 #define GET_PLAYER_FROM_BITS(p)                                         \
940         (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
941
942 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs)                           \
943         ((e) == EL_TRIGGER_PLAYER   ? (ch)->actual_trigger_player    :  \
944          (e) == EL_TRIGGER_ELEMENT  ? (ch)->actual_trigger_element   :  \
945          (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value  :  \
946          (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score  :  \
947          (e) == EL_CURRENT_CE_VALUE ? (cv) :                            \
948          (e) == EL_CURRENT_CE_SCORE ? (cs) :                            \
949          (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ?                   \
950          RESOLVED_REFERENCE_ELEMENT(be, e) :                            \
951          (e))
952
953 #define CAN_GROW_INTO(e)                                                \
954         ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
955
956 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition)                 \
957                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
958                                         (condition)))
959
960 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition)              \
961                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
962                                         (CAN_MOVE_INTO_ACID(e) &&       \
963                                          Feld[x][y] == EL_ACID) ||      \
964                                         (condition)))
965
966 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition)              \
967                 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
968                                         (CAN_MOVE_INTO_ACID(e) &&       \
969                                          Feld[x][y] == EL_ACID) ||      \
970                                         (condition)))
971
972 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition)              \
973                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
974                                         (condition) ||                  \
975                                         (CAN_MOVE_INTO_ACID(e) &&       \
976                                          Feld[x][y] == EL_ACID) ||      \
977                                         (DONT_COLLIDE_WITH(e) &&        \
978                                          IS_PLAYER(x, y) &&             \
979                                          !PLAYER_ENEMY_PROTECTED(x, y))))
980
981 #define ELEMENT_CAN_ENTER_FIELD(e, x, y)                                \
982         ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
983
984 #define SATELLITE_CAN_ENTER_FIELD(x, y)                                 \
985         ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
986
987 #define ANDROID_CAN_ENTER_FIELD(e, x, y)                                \
988         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
989
990 #define ANDROID_CAN_CLONE_FIELD(x, y)                                   \
991         (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
992                                 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
993
994 #define ENEMY_CAN_ENTER_FIELD(e, x, y)                                  \
995         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
996
997 #define YAMYAM_CAN_ENTER_FIELD(e, x, y)                                 \
998         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
999
1000 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                            \
1001         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
1002
1003 #define PACMAN_CAN_ENTER_FIELD(e, x, y)                                 \
1004         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
1005
1006 #define PIG_CAN_ENTER_FIELD(e, x, y)                                    \
1007         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
1008
1009 #define PENGUIN_CAN_ENTER_FIELD(e, x, y)                                \
1010         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
1011                                                  Feld[x][y] == EL_EM_EXIT_OPEN || \
1012                                                  Feld[x][y] == EL_STEEL_EXIT_OPEN || \
1013                                                  Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
1014                                                  IS_FOOD_PENGUIN(Feld[x][y])))
1015 #define DRAGON_CAN_ENTER_FIELD(e, x, y)                                 \
1016         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1017
1018 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition)                        \
1019         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
1020
1021 #define SPRING_CAN_ENTER_FIELD(e, x, y)                                 \
1022         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1023
1024 #define SPRING_CAN_BUMP_FROM_FIELD(x, y)                                \
1025         (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER ||   \
1026                                 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
1027
1028 #define MOVE_ENTER_EL(e)        (element_info[e].move_enter_element)
1029
1030 #define CE_ENTER_FIELD_COND(e, x, y)                                    \
1031                 (!IS_PLAYER(x, y) &&                                    \
1032                  IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
1033
1034 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y)                         \
1035         ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1036
1037 #define IN_LEV_FIELD_AND_IS_FREE(x, y)  (IN_LEV_FIELD(x, y) &&  IS_FREE(x, y))
1038 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1039
1040 #define ACCESS_FROM(e, d)               (element_info[e].access_direction &(d))
1041 #define IS_WALKABLE_FROM(e, d)          (IS_WALKABLE(e)   && ACCESS_FROM(e, d))
1042 #define IS_PASSABLE_FROM(e, d)          (IS_PASSABLE(e)   && ACCESS_FROM(e, d))
1043 #define IS_ACCESSIBLE_FROM(e, d)        (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1044
1045 /* game button identifiers */
1046 #define GAME_CTRL_ID_STOP               0
1047 #define GAME_CTRL_ID_PAUSE              1
1048 #define GAME_CTRL_ID_PLAY               2
1049 #define SOUND_CTRL_ID_MUSIC             3
1050 #define SOUND_CTRL_ID_LOOPS             4
1051 #define SOUND_CTRL_ID_SIMPLE            5
1052
1053 #define NUM_GAME_BUTTONS                6
1054
1055
1056 /* forward declaration for internal use */
1057
1058 static void CreateField(int, int, int);
1059
1060 static void ResetGfxAnimation(int, int);
1061
1062 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1063 static void AdvanceFrameAndPlayerCounters(int);
1064
1065 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1066 static boolean MovePlayer(struct PlayerInfo *, int, int);
1067 static void ScrollPlayer(struct PlayerInfo *, int);
1068 static void ScrollScreen(struct PlayerInfo *, int);
1069
1070 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1071 static boolean DigFieldByCE(int, int, int);
1072 static boolean SnapField(struct PlayerInfo *, int, int);
1073 static boolean DropElement(struct PlayerInfo *);
1074
1075 static void InitBeltMovement(void);
1076 static void CloseAllOpenTimegates(void);
1077 static void CheckGravityMovement(struct PlayerInfo *);
1078 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1079 static void KillPlayerUnlessEnemyProtected(int, int);
1080 static void KillPlayerUnlessExplosionProtected(int, int);
1081
1082 static void TestIfPlayerTouchesCustomElement(int, int);
1083 static void TestIfElementTouchesCustomElement(int, int);
1084 static void TestIfElementHitsCustomElement(int, int, int);
1085 #if 0
1086 static void TestIfElementSmashesCustomElement(int, int, int);
1087 #endif
1088
1089 static void HandleElementChange(int, int, int);
1090 static void ExecuteCustomElementAction(int, int, int, int);
1091 static boolean ChangeElement(int, int, int, int);
1092
1093 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1094 #define CheckTriggeredElementChange(x, y, e, ev)                        \
1095         CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1096 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s)          \
1097         CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1098 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s)               \
1099         CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1100 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p)               \
1101         CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1102
1103 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1104 #define CheckElementChange(x, y, e, te, ev)                             \
1105         CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1106 #define CheckElementChangeByPlayer(x, y, e, ev, p, s)                   \
1107         CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1108 #define CheckElementChangeBySide(x, y, e, te, ev, s)                    \
1109         CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1110
1111 static void PlayLevelSound(int, int, int);
1112 static void PlayLevelSoundNearest(int, int, int);
1113 static void PlayLevelSoundAction(int, int, int);
1114 static void PlayLevelSoundElementAction(int, int, int, int);
1115 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1116 static void PlayLevelSoundActionIfLoop(int, int, int);
1117 static void StopLevelSoundActionIfLoop(int, int, int);
1118 static void PlayLevelMusic();
1119
1120 static void MapGameButtons();
1121 static void HandleGameButtons(struct GadgetInfo *);
1122
1123 int AmoebeNachbarNr(int, int);
1124 void AmoebeUmwandeln(int, int);
1125 void ContinueMoving(int, int);
1126 void Bang(int, int);
1127 void InitMovDir(int, int);
1128 void InitAmoebaNr(int, int);
1129 int NewHiScore(void);
1130
1131 void TestIfGoodThingHitsBadThing(int, int, int);
1132 void TestIfBadThingHitsGoodThing(int, int, int);
1133 void TestIfPlayerTouchesBadThing(int, int);
1134 void TestIfPlayerRunsIntoBadThing(int, int, int);
1135 void TestIfBadThingTouchesPlayer(int, int);
1136 void TestIfBadThingRunsIntoPlayer(int, int, int);
1137 void TestIfFriendTouchesBadThing(int, int);
1138 void TestIfBadThingTouchesFriend(int, int);
1139 void TestIfBadThingTouchesOtherBadThing(int, int);
1140 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1141
1142 void KillPlayer(struct PlayerInfo *);
1143 void BuryPlayer(struct PlayerInfo *);
1144 void RemovePlayer(struct PlayerInfo *);
1145
1146 static int getInvisibleActiveFromInvisibleElement(int);
1147 static int getInvisibleFromInvisibleActiveElement(int);
1148
1149 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1150
1151 /* for detection of endless loops, caused by custom element programming */
1152 /* (using maximal playfield width x 10 is just a rough approximation) */
1153 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH      (MAX_PLAYFIELD_WIDTH * 10)
1154
1155 #define RECURSION_LOOP_DETECTION_START(e, rc)                           \
1156 {                                                                       \
1157   if (recursion_loop_detected)                                          \
1158     return (rc);                                                        \
1159                                                                         \
1160   if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH)        \
1161   {                                                                     \
1162     recursion_loop_detected = TRUE;                                     \
1163     recursion_loop_element = (e);                                       \
1164   }                                                                     \
1165                                                                         \
1166   recursion_loop_depth++;                                               \
1167 }
1168
1169 #define RECURSION_LOOP_DETECTION_END()                                  \
1170 {                                                                       \
1171   recursion_loop_depth--;                                               \
1172 }
1173
1174 static int recursion_loop_depth;
1175 static boolean recursion_loop_detected;
1176 static boolean recursion_loop_element;
1177
1178 static int map_player_action[MAX_PLAYERS];
1179
1180
1181 /* ------------------------------------------------------------------------- */
1182 /* definition of elements that automatically change to other elements after  */
1183 /* a specified time, eventually calling a function when changing             */
1184 /* ------------------------------------------------------------------------- */
1185
1186 /* forward declaration for changer functions */
1187 static void InitBuggyBase(int, int);
1188 static void WarnBuggyBase(int, int);
1189
1190 static void InitTrap(int, int);
1191 static void ActivateTrap(int, int);
1192 static void ChangeActiveTrap(int, int);
1193
1194 static void InitRobotWheel(int, int);
1195 static void RunRobotWheel(int, int);
1196 static void StopRobotWheel(int, int);
1197
1198 static void InitTimegateWheel(int, int);
1199 static void RunTimegateWheel(int, int);
1200
1201 static void InitMagicBallDelay(int, int);
1202 static void ActivateMagicBall(int, int);
1203
1204 struct ChangingElementInfo
1205 {
1206   int element;
1207   int target_element;
1208   int change_delay;
1209   void (*pre_change_function)(int x, int y);
1210   void (*change_function)(int x, int y);
1211   void (*post_change_function)(int x, int y);
1212 };
1213
1214 static struct ChangingElementInfo change_delay_list[] =
1215 {
1216   {
1217     EL_NUT_BREAKING,
1218     EL_EMERALD,
1219     6,
1220     NULL,
1221     NULL,
1222     NULL
1223   },
1224   {
1225     EL_PEARL_BREAKING,
1226     EL_EMPTY,
1227     8,
1228     NULL,
1229     NULL,
1230     NULL
1231   },
1232   {
1233     EL_EXIT_OPENING,
1234     EL_EXIT_OPEN,
1235     29,
1236     NULL,
1237     NULL,
1238     NULL
1239   },
1240   {
1241     EL_EXIT_CLOSING,
1242     EL_EXIT_CLOSED,
1243     29,
1244     NULL,
1245     NULL,
1246     NULL
1247   },
1248   {
1249     EL_STEEL_EXIT_OPENING,
1250     EL_STEEL_EXIT_OPEN,
1251     29,
1252     NULL,
1253     NULL,
1254     NULL
1255   },
1256   {
1257     EL_STEEL_EXIT_CLOSING,
1258     EL_STEEL_EXIT_CLOSED,
1259     29,
1260     NULL,
1261     NULL,
1262     NULL
1263   },
1264   {
1265     EL_EM_EXIT_OPENING,
1266     EL_EM_EXIT_OPEN,
1267     29,
1268     NULL,
1269     NULL,
1270     NULL
1271   },
1272   {
1273     EL_EM_EXIT_CLOSING,
1274 #if 1
1275     EL_EMPTY,
1276 #else
1277     EL_EM_EXIT_CLOSED,
1278 #endif
1279     29,
1280     NULL,
1281     NULL,
1282     NULL
1283   },
1284   {
1285     EL_EM_STEEL_EXIT_OPENING,
1286     EL_EM_STEEL_EXIT_OPEN,
1287     29,
1288     NULL,
1289     NULL,
1290     NULL
1291   },
1292   {
1293     EL_EM_STEEL_EXIT_CLOSING,
1294 #if 1
1295     EL_STEELWALL,
1296 #else
1297     EL_EM_STEEL_EXIT_CLOSED,
1298 #endif
1299     29,
1300     NULL,
1301     NULL,
1302     NULL
1303   },
1304   {
1305     EL_SP_EXIT_OPENING,
1306     EL_SP_EXIT_OPEN,
1307     29,
1308     NULL,
1309     NULL,
1310     NULL
1311   },
1312   {
1313     EL_SP_EXIT_CLOSING,
1314     EL_SP_EXIT_CLOSED,
1315     29,
1316     NULL,
1317     NULL,
1318     NULL
1319   },
1320   {
1321     EL_SWITCHGATE_OPENING,
1322     EL_SWITCHGATE_OPEN,
1323     29,
1324     NULL,
1325     NULL,
1326     NULL
1327   },
1328   {
1329     EL_SWITCHGATE_CLOSING,
1330     EL_SWITCHGATE_CLOSED,
1331     29,
1332     NULL,
1333     NULL,
1334     NULL
1335   },
1336   {
1337     EL_TIMEGATE_OPENING,
1338     EL_TIMEGATE_OPEN,
1339     29,
1340     NULL,
1341     NULL,
1342     NULL
1343   },
1344   {
1345     EL_TIMEGATE_CLOSING,
1346     EL_TIMEGATE_CLOSED,
1347     29,
1348     NULL,
1349     NULL,
1350     NULL
1351   },
1352
1353   {
1354     EL_ACID_SPLASH_LEFT,
1355     EL_EMPTY,
1356     8,
1357     NULL,
1358     NULL,
1359     NULL
1360   },
1361   {
1362     EL_ACID_SPLASH_RIGHT,
1363     EL_EMPTY,
1364     8,
1365     NULL,
1366     NULL,
1367     NULL
1368   },
1369   {
1370     EL_SP_BUGGY_BASE,
1371     EL_SP_BUGGY_BASE_ACTIVATING,
1372     0,
1373     InitBuggyBase,
1374     NULL,
1375     NULL
1376   },
1377   {
1378     EL_SP_BUGGY_BASE_ACTIVATING,
1379     EL_SP_BUGGY_BASE_ACTIVE,
1380     0,
1381     InitBuggyBase,
1382     NULL,
1383     NULL
1384   },
1385   {
1386     EL_SP_BUGGY_BASE_ACTIVE,
1387     EL_SP_BUGGY_BASE,
1388     0,
1389     InitBuggyBase,
1390     WarnBuggyBase,
1391     NULL
1392   },
1393   {
1394     EL_TRAP,
1395     EL_TRAP_ACTIVE,
1396     0,
1397     InitTrap,
1398     NULL,
1399     ActivateTrap
1400   },
1401   {
1402     EL_TRAP_ACTIVE,
1403     EL_TRAP,
1404     31,
1405     NULL,
1406     ChangeActiveTrap,
1407     NULL
1408   },
1409   {
1410     EL_ROBOT_WHEEL_ACTIVE,
1411     EL_ROBOT_WHEEL,
1412     0,
1413     InitRobotWheel,
1414     RunRobotWheel,
1415     StopRobotWheel
1416   },
1417   {
1418     EL_TIMEGATE_SWITCH_ACTIVE,
1419     EL_TIMEGATE_SWITCH,
1420     0,
1421     InitTimegateWheel,
1422     RunTimegateWheel,
1423     NULL
1424   },
1425   {
1426     EL_DC_TIMEGATE_SWITCH_ACTIVE,
1427     EL_DC_TIMEGATE_SWITCH,
1428     0,
1429     InitTimegateWheel,
1430     RunTimegateWheel,
1431     NULL
1432   },
1433   {
1434     EL_EMC_MAGIC_BALL_ACTIVE,
1435     EL_EMC_MAGIC_BALL_ACTIVE,
1436     0,
1437     InitMagicBallDelay,
1438     NULL,
1439     ActivateMagicBall
1440   },
1441   {
1442     EL_EMC_SPRING_BUMPER_ACTIVE,
1443     EL_EMC_SPRING_BUMPER,
1444     8,
1445     NULL,
1446     NULL,
1447     NULL
1448   },
1449   {
1450     EL_DIAGONAL_SHRINKING,
1451     EL_UNDEFINED,
1452     0,
1453     NULL,
1454     NULL,
1455     NULL
1456   },
1457   {
1458     EL_DIAGONAL_GROWING,
1459     EL_UNDEFINED,
1460     0,
1461     NULL,
1462     NULL,
1463     NULL,
1464   },
1465
1466   {
1467     EL_UNDEFINED,
1468     EL_UNDEFINED,
1469     -1,
1470     NULL,
1471     NULL,
1472     NULL
1473   }
1474 };
1475
1476 struct
1477 {
1478   int element;
1479   int push_delay_fixed, push_delay_random;
1480 }
1481 push_delay_list[] =
1482 {
1483   { EL_SPRING,                  0, 0 },
1484   { EL_BALLOON,                 0, 0 },
1485
1486   { EL_SOKOBAN_OBJECT,          2, 0 },
1487   { EL_SOKOBAN_FIELD_FULL,      2, 0 },
1488   { EL_SATELLITE,               2, 0 },
1489   { EL_SP_DISK_YELLOW,          2, 0 },
1490
1491   { EL_UNDEFINED,               0, 0 },
1492 };
1493
1494 struct
1495 {
1496   int element;
1497   int move_stepsize;
1498 }
1499 move_stepsize_list[] =
1500 {
1501   { EL_AMOEBA_DROP,             2 },
1502   { EL_AMOEBA_DROPPING,         2 },
1503   { EL_QUICKSAND_FILLING,       1 },
1504   { EL_QUICKSAND_EMPTYING,      1 },
1505   { EL_QUICKSAND_FAST_FILLING,  2 },
1506   { EL_QUICKSAND_FAST_EMPTYING, 2 },
1507   { EL_MAGIC_WALL_FILLING,      2 },
1508   { EL_MAGIC_WALL_EMPTYING,     2 },
1509   { EL_BD_MAGIC_WALL_FILLING,   2 },
1510   { EL_BD_MAGIC_WALL_EMPTYING,  2 },
1511   { EL_DC_MAGIC_WALL_FILLING,   2 },
1512   { EL_DC_MAGIC_WALL_EMPTYING,  2 },
1513
1514   { EL_UNDEFINED,               0 },
1515 };
1516
1517 struct
1518 {
1519   int element;
1520   int count;
1521 }
1522 collect_count_list[] =
1523 {
1524   { EL_EMERALD,                 1 },
1525   { EL_BD_DIAMOND,              1 },
1526   { EL_EMERALD_YELLOW,          1 },
1527   { EL_EMERALD_RED,             1 },
1528   { EL_EMERALD_PURPLE,          1 },
1529   { EL_DIAMOND,                 3 },
1530   { EL_SP_INFOTRON,             1 },
1531   { EL_PEARL,                   5 },
1532   { EL_CRYSTAL,                 8 },
1533
1534   { EL_UNDEFINED,               0 },
1535 };
1536
1537 struct
1538 {
1539   int element;
1540   int direction;
1541 }
1542 access_direction_list[] =
1543 {
1544   { EL_TUBE_ANY,                        MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1545   { EL_TUBE_VERTICAL,                                        MV_UP | MV_DOWN },
1546   { EL_TUBE_HORIZONTAL,                 MV_LEFT | MV_RIGHT                   },
1547   { EL_TUBE_VERTICAL_LEFT,              MV_LEFT |            MV_UP | MV_DOWN },
1548   { EL_TUBE_VERTICAL_RIGHT,                       MV_RIGHT | MV_UP | MV_DOWN },
1549   { EL_TUBE_HORIZONTAL_UP,              MV_LEFT | MV_RIGHT | MV_UP           },
1550   { EL_TUBE_HORIZONTAL_DOWN,            MV_LEFT | MV_RIGHT |         MV_DOWN },
1551   { EL_TUBE_LEFT_UP,                    MV_LEFT |            MV_UP           },
1552   { EL_TUBE_LEFT_DOWN,                  MV_LEFT |                    MV_DOWN },
1553   { EL_TUBE_RIGHT_UP,                             MV_RIGHT | MV_UP           },
1554   { EL_TUBE_RIGHT_DOWN,                           MV_RIGHT |         MV_DOWN },
1555
1556   { EL_SP_PORT_LEFT,                              MV_RIGHT                   },
1557   { EL_SP_PORT_RIGHT,                   MV_LEFT                              },
1558   { EL_SP_PORT_UP,                                                   MV_DOWN },
1559   { EL_SP_PORT_DOWN,                                         MV_UP           },
1560   { EL_SP_PORT_HORIZONTAL,              MV_LEFT | MV_RIGHT                   },
1561   { EL_SP_PORT_VERTICAL,                                     MV_UP | MV_DOWN },
1562   { EL_SP_PORT_ANY,                     MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1563   { EL_SP_GRAVITY_PORT_LEFT,                      MV_RIGHT                   },
1564   { EL_SP_GRAVITY_PORT_RIGHT,           MV_LEFT                              },
1565   { EL_SP_GRAVITY_PORT_UP,                                           MV_DOWN },
1566   { EL_SP_GRAVITY_PORT_DOWN,                                 MV_UP           },
1567   { EL_SP_GRAVITY_ON_PORT_LEFT,                   MV_RIGHT                   },
1568   { EL_SP_GRAVITY_ON_PORT_RIGHT,        MV_LEFT                              },
1569   { EL_SP_GRAVITY_ON_PORT_UP,                                        MV_DOWN },
1570   { EL_SP_GRAVITY_ON_PORT_DOWN,                              MV_UP           },
1571   { EL_SP_GRAVITY_OFF_PORT_LEFT,                  MV_RIGHT                   },
1572   { EL_SP_GRAVITY_OFF_PORT_RIGHT,       MV_LEFT                              },
1573   { EL_SP_GRAVITY_OFF_PORT_UP,                                       MV_DOWN },
1574   { EL_SP_GRAVITY_OFF_PORT_DOWN,                             MV_UP           },
1575
1576   { EL_UNDEFINED,                       MV_NONE                              }
1577 };
1578
1579 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1580
1581 #define IS_AUTO_CHANGING(e)     (element_info[e].has_change_event[CE_DELAY])
1582 #define IS_JUST_CHANGING(x, y)  (ChangeDelay[x][y] != 0)
1583 #define IS_CHANGING(x, y)       (IS_AUTO_CHANGING(Feld[x][y]) || \
1584                                  IS_JUST_CHANGING(x, y))
1585
1586 #define CE_PAGE(e, ce)          (element_info[e].event_page[ce])
1587
1588 /* static variables for playfield scan mode (scanning forward or backward) */
1589 static int playfield_scan_start_x = 0;
1590 static int playfield_scan_start_y = 0;
1591 static int playfield_scan_delta_x = 1;
1592 static int playfield_scan_delta_y = 1;
1593
1594 #define SCAN_PLAYFIELD(x, y)    for ((y) = playfield_scan_start_y;      \
1595                                      (y) >= 0 && (y) <= lev_fieldy - 1; \
1596                                      (y) += playfield_scan_delta_y)     \
1597                                 for ((x) = playfield_scan_start_x;      \
1598                                      (x) >= 0 && (x) <= lev_fieldx - 1; \
1599                                      (x) += playfield_scan_delta_x)
1600
1601 #ifdef DEBUG
1602 void DEBUG_SetMaximumDynamite()
1603 {
1604   int i;
1605
1606   for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1607     if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1608       local_player->inventory_element[local_player->inventory_size++] =
1609         EL_DYNAMITE;
1610 }
1611 #endif
1612
1613 static void InitPlayfieldScanModeVars()
1614 {
1615   if (game.use_reverse_scan_direction)
1616   {
1617     playfield_scan_start_x = lev_fieldx - 1;
1618     playfield_scan_start_y = lev_fieldy - 1;
1619
1620     playfield_scan_delta_x = -1;
1621     playfield_scan_delta_y = -1;
1622   }
1623   else
1624   {
1625     playfield_scan_start_x = 0;
1626     playfield_scan_start_y = 0;
1627
1628     playfield_scan_delta_x = 1;
1629     playfield_scan_delta_y = 1;
1630   }
1631 }
1632
1633 static void InitPlayfieldScanMode(int mode)
1634 {
1635   game.use_reverse_scan_direction =
1636     (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1637
1638   InitPlayfieldScanModeVars();
1639 }
1640
1641 static int get_move_delay_from_stepsize(int move_stepsize)
1642 {
1643   move_stepsize =
1644     MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1645
1646   /* make sure that stepsize value is always a power of 2 */
1647   move_stepsize = (1 << log_2(move_stepsize));
1648
1649   return TILEX / move_stepsize;
1650 }
1651
1652 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1653                                boolean init_game)
1654 {
1655   int player_nr = player->index_nr;
1656   int move_delay = get_move_delay_from_stepsize(move_stepsize);
1657   boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1658
1659   /* do no immediately change move delay -- the player might just be moving */
1660   player->move_delay_value_next = move_delay;
1661
1662   /* information if player can move must be set separately */
1663   player->cannot_move = cannot_move;
1664
1665   if (init_game)
1666   {
1667     player->move_delay       = game.initial_move_delay[player_nr];
1668     player->move_delay_value = game.initial_move_delay_value[player_nr];
1669
1670     player->move_delay_value_next = -1;
1671
1672     player->move_delay_reset_counter = 0;
1673   }
1674 }
1675
1676 void GetPlayerConfig()
1677 {
1678   GameFrameDelay = setup.game_frame_delay;
1679
1680   if (!audio.sound_available)
1681     setup.sound_simple = FALSE;
1682
1683   if (!audio.loops_available)
1684     setup.sound_loops = FALSE;
1685
1686   if (!audio.music_available)
1687     setup.sound_music = FALSE;
1688
1689   if (!video.fullscreen_available)
1690     setup.fullscreen = FALSE;
1691
1692   setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1693
1694   SetAudioMode(setup.sound);
1695   InitJoysticks();
1696 }
1697
1698 int GetElementFromGroupElement(int element)
1699 {
1700   if (IS_GROUP_ELEMENT(element))
1701   {
1702     struct ElementGroupInfo *group = element_info[element].group;
1703     int last_anim_random_frame = gfx.anim_random_frame;
1704     int element_pos;
1705
1706     if (group->choice_mode == ANIM_RANDOM)
1707       gfx.anim_random_frame = RND(group->num_elements_resolved);
1708
1709     element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1710                                     group->choice_mode, 0,
1711                                     group->choice_pos);
1712
1713     if (group->choice_mode == ANIM_RANDOM)
1714       gfx.anim_random_frame = last_anim_random_frame;
1715
1716     group->choice_pos++;
1717
1718     element = group->element_resolved[element_pos];
1719   }
1720
1721   return element;
1722 }
1723
1724 static void InitPlayerField(int x, int y, int element, boolean init_game)
1725 {
1726   if (element == EL_SP_MURPHY)
1727   {
1728     if (init_game)
1729     {
1730       if (stored_player[0].present)
1731       {
1732         Feld[x][y] = EL_SP_MURPHY_CLONE;
1733
1734         return;
1735       }
1736       else
1737       {
1738         stored_player[0].initial_element = element;
1739         stored_player[0].use_murphy = TRUE;
1740
1741         if (!level.use_artwork_element[0])
1742           stored_player[0].artwork_element = EL_SP_MURPHY;
1743       }
1744
1745       Feld[x][y] = EL_PLAYER_1;
1746     }
1747   }
1748
1749   if (init_game)
1750   {
1751     struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1752     int jx = player->jx, jy = player->jy;
1753
1754     player->present = TRUE;
1755
1756     player->block_last_field = (element == EL_SP_MURPHY ?
1757                                 level.sp_block_last_field :
1758                                 level.block_last_field);
1759
1760     /* ---------- initialize player's last field block delay --------------- */
1761
1762     /* always start with reliable default value (no adjustment needed) */
1763     player->block_delay_adjustment = 0;
1764
1765     /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1766     if (player->block_last_field && element == EL_SP_MURPHY)
1767       player->block_delay_adjustment = 1;
1768
1769     /* special case 2: in game engines before 3.1.1, blocking was different */
1770     if (game.use_block_last_field_bug)
1771       player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1772
1773     if (!options.network || player->connected)
1774     {
1775       player->active = TRUE;
1776
1777       /* remove potentially duplicate players */
1778       if (StorePlayer[jx][jy] == Feld[x][y])
1779         StorePlayer[jx][jy] = 0;
1780
1781       StorePlayer[x][y] = Feld[x][y];
1782
1783       if (options.debug)
1784       {
1785         printf("Player %d activated.\n", player->element_nr);
1786         printf("[Local player is %d and currently %s.]\n",
1787                local_player->element_nr,
1788                local_player->active ? "active" : "not active");
1789       }
1790     }
1791
1792     Feld[x][y] = EL_EMPTY;
1793
1794     player->jx = player->last_jx = x;
1795     player->jy = player->last_jy = y;
1796   }
1797
1798 #if USE_PLAYER_REANIMATION
1799   if (!init_game)
1800   {
1801     int player_nr = GET_PLAYER_NR(element);
1802     struct PlayerInfo *player = &stored_player[player_nr];
1803
1804     if (player->active && player->killed)
1805       player->reanimated = TRUE; /* if player was just killed, reanimate him */
1806   }
1807 #endif
1808 }
1809
1810 static void InitField(int x, int y, boolean init_game)
1811 {
1812   int element = Feld[x][y];
1813
1814   switch (element)
1815   {
1816     case EL_SP_MURPHY:
1817     case EL_PLAYER_1:
1818     case EL_PLAYER_2:
1819     case EL_PLAYER_3:
1820     case EL_PLAYER_4:
1821       InitPlayerField(x, y, element, init_game);
1822       break;
1823
1824     case EL_SOKOBAN_FIELD_PLAYER:
1825       element = Feld[x][y] = EL_PLAYER_1;
1826       InitField(x, y, init_game);
1827
1828       element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1829       InitField(x, y, init_game);
1830       break;
1831
1832     case EL_SOKOBAN_FIELD_EMPTY:
1833       local_player->sokobanfields_still_needed++;
1834       break;
1835
1836     case EL_STONEBLOCK:
1837       if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1838         Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1839       else if (x > 0 && Feld[x-1][y] == EL_ACID)
1840         Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1841       else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1842         Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1843       else if (y > 0 && Feld[x][y-1] == EL_ACID)
1844         Feld[x][y] = EL_ACID_POOL_BOTTOM;
1845       else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1846         Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1847       break;
1848
1849     case EL_BUG:
1850     case EL_BUG_RIGHT:
1851     case EL_BUG_UP:
1852     case EL_BUG_LEFT:
1853     case EL_BUG_DOWN:
1854     case EL_SPACESHIP:
1855     case EL_SPACESHIP_RIGHT:
1856     case EL_SPACESHIP_UP:
1857     case EL_SPACESHIP_LEFT:
1858     case EL_SPACESHIP_DOWN:
1859     case EL_BD_BUTTERFLY:
1860     case EL_BD_BUTTERFLY_RIGHT:
1861     case EL_BD_BUTTERFLY_UP:
1862     case EL_BD_BUTTERFLY_LEFT:
1863     case EL_BD_BUTTERFLY_DOWN:
1864     case EL_BD_FIREFLY:
1865     case EL_BD_FIREFLY_RIGHT:
1866     case EL_BD_FIREFLY_UP:
1867     case EL_BD_FIREFLY_LEFT:
1868     case EL_BD_FIREFLY_DOWN:
1869     case EL_PACMAN_RIGHT:
1870     case EL_PACMAN_UP:
1871     case EL_PACMAN_LEFT:
1872     case EL_PACMAN_DOWN:
1873     case EL_YAMYAM:
1874     case EL_YAMYAM_LEFT:
1875     case EL_YAMYAM_RIGHT:
1876     case EL_YAMYAM_UP:
1877     case EL_YAMYAM_DOWN:
1878     case EL_DARK_YAMYAM:
1879     case EL_ROBOT:
1880     case EL_PACMAN:
1881     case EL_SP_SNIKSNAK:
1882     case EL_SP_ELECTRON:
1883     case EL_MOLE:
1884     case EL_MOLE_LEFT:
1885     case EL_MOLE_RIGHT:
1886     case EL_MOLE_UP:
1887     case EL_MOLE_DOWN:
1888       InitMovDir(x, y);
1889       break;
1890
1891     case EL_AMOEBA_FULL:
1892     case EL_BD_AMOEBA:
1893       InitAmoebaNr(x, y);
1894       break;
1895
1896     case EL_AMOEBA_DROP:
1897       if (y == lev_fieldy - 1)
1898       {
1899         Feld[x][y] = EL_AMOEBA_GROWING;
1900         Store[x][y] = EL_AMOEBA_WET;
1901       }
1902       break;
1903
1904     case EL_DYNAMITE_ACTIVE:
1905     case EL_SP_DISK_RED_ACTIVE:
1906     case EL_DYNABOMB_PLAYER_1_ACTIVE:
1907     case EL_DYNABOMB_PLAYER_2_ACTIVE:
1908     case EL_DYNABOMB_PLAYER_3_ACTIVE:
1909     case EL_DYNABOMB_PLAYER_4_ACTIVE:
1910       MovDelay[x][y] = 96;
1911       break;
1912
1913     case EL_EM_DYNAMITE_ACTIVE:
1914       MovDelay[x][y] = 32;
1915       break;
1916
1917     case EL_LAMP:
1918       local_player->lights_still_needed++;
1919       break;
1920
1921     case EL_PENGUIN:
1922       local_player->friends_still_needed++;
1923       break;
1924
1925     case EL_PIG:
1926     case EL_DRAGON:
1927       GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1928       break;
1929
1930     case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1931     case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1932     case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1933     case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1934     case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1935     case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1936     case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1937     case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1938     case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1939     case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1940     case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1941     case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1942       if (init_game)
1943       {
1944         int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1945         int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1946         int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1947
1948         if (game.belt_dir_nr[belt_nr] == 3)     /* initial value */
1949         {
1950           game.belt_dir[belt_nr] = belt_dir;
1951           game.belt_dir_nr[belt_nr] = belt_dir_nr;
1952         }
1953         else    /* more than one switch -- set it like the first switch */
1954         {
1955           Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1956         }
1957       }
1958       break;
1959
1960 #if !USE_BOTH_SWITCHGATE_SWITCHES
1961     case EL_SWITCHGATE_SWITCH_DOWN:     /* always start with same switch pos */
1962       if (init_game)
1963         Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
1964       break;
1965
1966     case EL_DC_SWITCHGATE_SWITCH_DOWN:  /* always start with same switch pos */
1967       if (init_game)
1968         Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
1969       break;
1970 #endif
1971
1972     case EL_LIGHT_SWITCH_ACTIVE:
1973       if (init_game)
1974         game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1975       break;
1976
1977     case EL_INVISIBLE_STEELWALL:
1978     case EL_INVISIBLE_WALL:
1979     case EL_INVISIBLE_SAND:
1980       if (game.light_time_left > 0 ||
1981           game.lenses_time_left > 0)
1982         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1983       break;
1984
1985     case EL_EMC_MAGIC_BALL:
1986       if (game.ball_state)
1987         Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1988       break;
1989
1990     case EL_EMC_MAGIC_BALL_SWITCH:
1991       if (game.ball_state)
1992         Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1993       break;
1994
1995     case EL_TRIGGER_PLAYER:
1996     case EL_TRIGGER_ELEMENT:
1997     case EL_TRIGGER_CE_VALUE:
1998     case EL_TRIGGER_CE_SCORE:
1999     case EL_SELF:
2000     case EL_ANY_ELEMENT:
2001     case EL_CURRENT_CE_VALUE:
2002     case EL_CURRENT_CE_SCORE:
2003     case EL_PREV_CE_1:
2004     case EL_PREV_CE_2:
2005     case EL_PREV_CE_3:
2006     case EL_PREV_CE_4:
2007     case EL_PREV_CE_5:
2008     case EL_PREV_CE_6:
2009     case EL_PREV_CE_7:
2010     case EL_PREV_CE_8:
2011     case EL_NEXT_CE_1:
2012     case EL_NEXT_CE_2:
2013     case EL_NEXT_CE_3:
2014     case EL_NEXT_CE_4:
2015     case EL_NEXT_CE_5:
2016     case EL_NEXT_CE_6:
2017     case EL_NEXT_CE_7:
2018     case EL_NEXT_CE_8:
2019       /* reference elements should not be used on the playfield */
2020       Feld[x][y] = EL_EMPTY;
2021       break;
2022
2023     default:
2024       if (IS_CUSTOM_ELEMENT(element))
2025       {
2026         if (CAN_MOVE(element))
2027           InitMovDir(x, y);
2028
2029 #if USE_NEW_CUSTOM_VALUE
2030         if (!element_info[element].use_last_ce_value || init_game)
2031           CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2032 #endif
2033       }
2034       else if (IS_GROUP_ELEMENT(element))
2035       {
2036         Feld[x][y] = GetElementFromGroupElement(element);
2037
2038         InitField(x, y, init_game);
2039       }
2040
2041       break;
2042   }
2043
2044   if (!init_game)
2045     CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2046 }
2047
2048 static inline void InitField_WithBug1(int x, int y, boolean init_game)
2049 {
2050   InitField(x, y, init_game);
2051
2052   /* not needed to call InitMovDir() -- already done by InitField()! */
2053   if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2054       CAN_MOVE(Feld[x][y]))
2055     InitMovDir(x, y);
2056 }
2057
2058 static inline void InitField_WithBug2(int x, int y, boolean init_game)
2059 {
2060   int old_element = Feld[x][y];
2061
2062   InitField(x, y, init_game);
2063
2064   /* not needed to call InitMovDir() -- already done by InitField()! */
2065   if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2066       CAN_MOVE(old_element) &&
2067       (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2068     InitMovDir(x, y);
2069
2070   /* this case is in fact a combination of not less than three bugs:
2071      first, it calls InitMovDir() for elements that can move, although this is
2072      already done by InitField(); then, it checks the element that was at this
2073      field _before_ the call to InitField() (which can change it); lastly, it
2074      was not called for "mole with direction" elements, which were treated as
2075      "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2076   */
2077 }
2078
2079 #if 1
2080
2081 static int get_key_element_from_nr(int key_nr)
2082 {
2083   int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2084                           level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2085                           EL_EM_KEY_1 : EL_KEY_1);
2086
2087   return key_base_element + key_nr;
2088 }
2089
2090 static int get_next_dropped_element(struct PlayerInfo *player)
2091 {
2092   return (player->inventory_size > 0 ?
2093           player->inventory_element[player->inventory_size - 1] :
2094           player->inventory_infinite_element != EL_UNDEFINED ?
2095           player->inventory_infinite_element :
2096           player->dynabombs_left > 0 ?
2097           EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2098           EL_UNDEFINED);
2099 }
2100
2101 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2102 {
2103   /* pos >= 0: get element from bottom of the stack;
2104      pos <  0: get element from top of the stack */
2105
2106   if (pos < 0)
2107   {
2108     int min_inventory_size = -pos;
2109     int inventory_pos = player->inventory_size - min_inventory_size;
2110     int min_dynabombs_left = min_inventory_size - player->inventory_size;
2111
2112     return (player->inventory_size >= min_inventory_size ?
2113             player->inventory_element[inventory_pos] :
2114             player->inventory_infinite_element != EL_UNDEFINED ?
2115             player->inventory_infinite_element :
2116             player->dynabombs_left >= min_dynabombs_left ?
2117             EL_DYNABOMB_PLAYER_1 + player->index_nr :
2118             EL_UNDEFINED);
2119   }
2120   else
2121   {
2122     int min_dynabombs_left = pos + 1;
2123     int min_inventory_size = pos + 1 - player->dynabombs_left;
2124     int inventory_pos = pos - player->dynabombs_left;
2125
2126     return (player->inventory_infinite_element != EL_UNDEFINED ?
2127             player->inventory_infinite_element :
2128             player->dynabombs_left >= min_dynabombs_left ?
2129             EL_DYNABOMB_PLAYER_1 + player->index_nr :
2130             player->inventory_size >= min_inventory_size ?
2131             player->inventory_element[inventory_pos] :
2132             EL_UNDEFINED);
2133   }
2134 }
2135
2136 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2137 {
2138   const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2139   const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2140   int compare_result;
2141
2142   if (gpo1->sort_priority != gpo2->sort_priority)
2143     compare_result = gpo1->sort_priority - gpo2->sort_priority;
2144   else
2145     compare_result = gpo1->nr - gpo2->nr;
2146
2147   return compare_result;
2148 }
2149
2150 void InitGameControlValues()
2151 {
2152   int i;
2153
2154   for (i = 0; game_panel_controls[i].nr != -1; i++)
2155   {
2156     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2157     struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2158     struct TextPosInfo *pos = gpc->pos;
2159     int nr = gpc->nr;
2160     int type = gpc->type;
2161
2162     if (nr != i)
2163     {
2164       Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2165       Error(ERR_EXIT, "this should not happen -- please debug");
2166     }
2167
2168     /* force update of game controls after initialization */
2169     gpc->value = gpc->last_value = -1;
2170     gpc->frame = gpc->last_frame = -1;
2171     gpc->gfx_frame = -1;
2172
2173     /* determine panel value width for later calculation of alignment */
2174     if (type == TYPE_INTEGER || type == TYPE_STRING)
2175     {
2176       pos->width = pos->size * getFontWidth(pos->font);
2177       pos->height = getFontHeight(pos->font);
2178     }
2179     else if (type == TYPE_ELEMENT)
2180     {
2181       pos->width = pos->size;
2182       pos->height = pos->size;
2183     }
2184
2185     /* fill structure for game panel draw order */
2186     gpo->nr = gpc->nr;
2187     gpo->sort_priority = pos->sort_priority;
2188   }
2189
2190   /* sort game panel controls according to sort_priority and control number */
2191   qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2192         sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2193 }
2194
2195 void UpdatePlayfieldElementCount()
2196 {
2197   boolean use_element_count = FALSE;
2198   int i, j, x, y;
2199
2200   /* first check if it is needed at all to calculate playfield element count */
2201   for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2202     if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2203       use_element_count = TRUE;
2204
2205   if (!use_element_count)
2206     return;
2207
2208   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2209     element_info[i].element_count = 0;
2210
2211   SCAN_PLAYFIELD(x, y)
2212   {
2213     element_info[Feld[x][y]].element_count++;
2214   }
2215
2216   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2217     for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2218       if (IS_IN_GROUP(j, i))
2219         element_info[EL_GROUP_START + i].element_count +=
2220           element_info[j].element_count;
2221 }
2222
2223 void UpdateGameControlValues()
2224 {
2225   int i, k;
2226   int time = (local_player->LevelSolved ?
2227               local_player->LevelSolved_CountingTime :
2228               level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2229               level.native_em_level->lev->time :
2230               level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2231               level.native_sp_level->game_sp->time_played :
2232               level.time == 0 ? TimePlayed : TimeLeft);
2233   int score = (local_player->LevelSolved ?
2234                local_player->LevelSolved_CountingScore :
2235                level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2236                level.native_em_level->lev->score :
2237                level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2238                level.native_sp_level->game_sp->score :
2239                local_player->score);
2240   int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2241               level.native_em_level->lev->required :
2242               level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2243               level.native_sp_level->game_sp->infotrons_still_needed :
2244               local_player->gems_still_needed);
2245   int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2246                      level.native_em_level->lev->required > 0 :
2247                      level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2248                      level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2249                      local_player->gems_still_needed > 0 ||
2250                      local_player->sokobanfields_still_needed > 0 ||
2251                      local_player->lights_still_needed > 0);
2252
2253   UpdatePlayfieldElementCount();
2254
2255   /* update game panel control values */
2256
2257   game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2258   game_panel_controls[GAME_PANEL_GEMS].value = gems;
2259
2260   game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2261   for (i = 0; i < MAX_NUM_KEYS; i++)
2262     game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2263   game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2264   game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2265
2266   if (game.centered_player_nr == -1)
2267   {
2268     for (i = 0; i < MAX_PLAYERS; i++)
2269     {
2270       /* only one player in Supaplex game engine */
2271       if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2272         break;
2273
2274       for (k = 0; k < MAX_NUM_KEYS; k++)
2275       {
2276         if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2277         {
2278           if (level.native_em_level->ply[i]->keys & (1 << k))
2279             game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2280               get_key_element_from_nr(k);
2281         }
2282         else if (stored_player[i].key[k])
2283           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2284             get_key_element_from_nr(k);
2285       }
2286
2287       if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2288         game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2289           level.native_em_level->ply[i]->dynamite;
2290       else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2291         game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2292           level.native_sp_level->game_sp->red_disk_count;
2293       else
2294         game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2295           stored_player[i].inventory_size;
2296
2297       if (stored_player[i].num_white_keys > 0)
2298         game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2299           EL_DC_KEY_WHITE;
2300
2301       game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2302         stored_player[i].num_white_keys;
2303     }
2304   }
2305   else
2306   {
2307     int player_nr = game.centered_player_nr;
2308
2309     for (k = 0; k < MAX_NUM_KEYS; k++)
2310     {
2311       if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2312       {
2313         if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2314           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2315             get_key_element_from_nr(k);
2316       }
2317       else if (stored_player[player_nr].key[k])
2318         game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2319           get_key_element_from_nr(k);
2320     }
2321
2322     if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2323       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2324         level.native_em_level->ply[player_nr]->dynamite;
2325     else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2326       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2327         level.native_sp_level->game_sp->red_disk_count;
2328     else
2329       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2330         stored_player[player_nr].inventory_size;
2331
2332     if (stored_player[player_nr].num_white_keys > 0)
2333       game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2334
2335     game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2336       stored_player[player_nr].num_white_keys;
2337   }
2338
2339   for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2340   {
2341     game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2342       get_inventory_element_from_pos(local_player, i);
2343     game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2344       get_inventory_element_from_pos(local_player, -i - 1);
2345   }
2346
2347   game_panel_controls[GAME_PANEL_SCORE].value = score;
2348   game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2349
2350   game_panel_controls[GAME_PANEL_TIME].value = time;
2351
2352   game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2353   game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2354   game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2355
2356   game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2357
2358   game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2359     (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2360      EL_EMPTY);
2361   game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2362     local_player->shield_normal_time_left;
2363   game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2364     (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2365      EL_EMPTY);
2366   game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2367     local_player->shield_deadly_time_left;
2368
2369   game_panel_controls[GAME_PANEL_EXIT].value =
2370     (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2371
2372   game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2373     (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2374   game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2375     (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2376      EL_EMC_MAGIC_BALL_SWITCH);
2377
2378   game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2379     (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2380   game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2381     game.light_time_left;
2382
2383   game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2384     (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2385   game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2386     game.timegate_time_left;
2387
2388   game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2389     EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2390
2391   game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2392     (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2393   game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2394     game.lenses_time_left;
2395
2396   game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2397     (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2398   game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2399     game.magnify_time_left;
2400
2401   game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2402     (game.wind_direction == MV_LEFT  ? EL_BALLOON_SWITCH_LEFT  :
2403      game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2404      game.wind_direction == MV_UP    ? EL_BALLOON_SWITCH_UP    :
2405      game.wind_direction == MV_DOWN  ? EL_BALLOON_SWITCH_DOWN  :
2406      EL_BALLOON_SWITCH_NONE);
2407
2408   game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2409     local_player->dynabomb_count;
2410   game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2411     local_player->dynabomb_size;
2412   game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2413     (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2414
2415   game_panel_controls[GAME_PANEL_PENGUINS].value =
2416     local_player->friends_still_needed;
2417
2418   game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2419     local_player->sokobanfields_still_needed;
2420   game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2421     local_player->sokobanfields_still_needed;
2422
2423   game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2424     (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2425
2426   for (i = 0; i < NUM_BELTS; i++)
2427   {
2428     game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2429       (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2430        EL_CONVEYOR_BELT_1_MIDDLE) + i;
2431     game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2432       getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2433   }
2434
2435   game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2436     (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2437   game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2438     game.magic_wall_time_left;
2439
2440 #if USE_PLAYER_GRAVITY
2441   game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2442     local_player->gravity;
2443 #else
2444   game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity;
2445 #endif
2446
2447   for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2448     game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2449
2450   for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2451     game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2452       (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2453        game.panel.element[i].id : EL_UNDEFINED);
2454
2455   for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2456     game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2457       (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2458        element_info[game.panel.element_count[i].id].element_count : 0);
2459
2460   for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2461     game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2462       (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2463        element_info[game.panel.ce_score[i].id].collect_score : 0);
2464
2465   for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2466     game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2467       (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2468        element_info[game.panel.ce_score_element[i].id].collect_score :
2469        EL_UNDEFINED);
2470
2471   game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2472   game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2473   game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2474
2475   /* update game panel control frames */
2476
2477   for (i = 0; game_panel_controls[i].nr != -1; i++)
2478   {
2479     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2480
2481     if (gpc->type == TYPE_ELEMENT)
2482     {
2483       if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2484       {
2485         int last_anim_random_frame = gfx.anim_random_frame;
2486         int element = gpc->value;
2487         int graphic = el2panelimg(element);
2488
2489         if (gpc->value != gpc->last_value)
2490         {
2491           gpc->gfx_frame = 0;
2492           gpc->gfx_random = INIT_GFX_RANDOM();
2493         }
2494         else
2495         {
2496           gpc->gfx_frame++;
2497
2498           if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2499               IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2500             gpc->gfx_random = INIT_GFX_RANDOM();
2501         }
2502
2503         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2504           gfx.anim_random_frame = gpc->gfx_random;
2505
2506         if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2507           gpc->gfx_frame = element_info[element].collect_score;
2508
2509         gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2510                                               gpc->gfx_frame);
2511
2512         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2513           gfx.anim_random_frame = last_anim_random_frame;
2514       }
2515     }
2516   }
2517 }
2518
2519 void DisplayGameControlValues()
2520 {
2521   boolean redraw_panel = FALSE;
2522   int i;
2523
2524   for (i = 0; game_panel_controls[i].nr != -1; i++)
2525   {
2526     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2527
2528     if (PANEL_DEACTIVATED(gpc->pos))
2529       continue;
2530
2531     if (gpc->value == gpc->last_value &&
2532         gpc->frame == gpc->last_frame)
2533       continue;
2534
2535     redraw_panel = TRUE;
2536   }
2537
2538   if (!redraw_panel)
2539     return;
2540
2541   /* copy default game door content to main double buffer */
2542 #if 1
2543   /* !!! CHECK AGAIN !!! */
2544   SetPanelBackground();
2545   // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2546   DrawBackground(DX, DY, DXSIZE, DYSIZE);
2547 #else
2548   BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2549              DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2550 #endif
2551
2552   /* redraw game control buttons */
2553 #if 1
2554   RedrawGameButtons();
2555 #else
2556   UnmapGameButtons();
2557   MapGameButtons();
2558 #endif
2559
2560   game_status = GAME_MODE_PSEUDO_PANEL;
2561
2562 #if 1
2563   for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2564 #else
2565   for (i = 0; game_panel_controls[i].nr != -1; i++)
2566 #endif
2567   {
2568 #if 1
2569     int nr = game_panel_order[i].nr;
2570     struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2571 #else
2572     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2573     int nr = gpc->nr;
2574 #endif
2575     struct TextPosInfo *pos = gpc->pos;
2576     int type = gpc->type;
2577     int value = gpc->value;
2578     int frame = gpc->frame;
2579 #if 0
2580     int last_value = gpc->last_value;
2581     int last_frame = gpc->last_frame;
2582 #endif
2583     int size = pos->size;
2584     int font = pos->font;
2585     boolean draw_masked = pos->draw_masked;
2586     int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2587
2588     if (PANEL_DEACTIVATED(pos))
2589       continue;
2590
2591 #if 0
2592     if (value == last_value && frame == last_frame)
2593       continue;
2594 #endif
2595
2596     gpc->last_value = value;
2597     gpc->last_frame = frame;
2598
2599 #if 0
2600     printf("::: value %d changed from %d to %d\n", nr, last_value, value);
2601 #endif
2602
2603     if (type == TYPE_INTEGER)
2604     {
2605       if (nr == GAME_PANEL_LEVEL_NUMBER ||
2606           nr == GAME_PANEL_TIME)
2607       {
2608         boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2609
2610         if (use_dynamic_size)           /* use dynamic number of digits */
2611         {
2612           int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2613           int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2614           int size2 = size1 + 1;
2615           int font1 = pos->font;
2616           int font2 = pos->font_alt;
2617
2618           size = (value < value_change ? size1 : size2);
2619           font = (value < value_change ? font1 : font2);
2620
2621 #if 0
2622           /* clear background if value just changed its size (dynamic digits) */
2623           if ((last_value < value_change) != (value < value_change))
2624           {
2625             int width1 = size1 * getFontWidth(font1);
2626             int width2 = size2 * getFontWidth(font2);
2627             int max_width = MAX(width1, width2);
2628             int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2629
2630             pos->width = max_width;
2631
2632             ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2633                                        max_width, max_height);
2634           }
2635 #endif
2636         }
2637       }
2638
2639 #if 1
2640       /* correct text size if "digits" is zero or less */
2641       if (size <= 0)
2642         size = strlen(int2str(value, size));
2643
2644       /* dynamically correct text alignment */
2645       pos->width = size * getFontWidth(font);
2646 #endif
2647
2648       DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2649                   int2str(value, size), font, mask_mode);
2650     }
2651     else if (type == TYPE_ELEMENT)
2652     {
2653       int element, graphic;
2654       Bitmap *src_bitmap;
2655       int src_x, src_y;
2656       int width, height;
2657       int dst_x = PANEL_XPOS(pos);
2658       int dst_y = PANEL_YPOS(pos);
2659
2660 #if 1
2661       if (value != EL_UNDEFINED && value != EL_EMPTY)
2662       {
2663         element = value;
2664         graphic = el2panelimg(value);
2665
2666         // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2667
2668 #if 1
2669         if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2670           size = TILESIZE;
2671 #endif
2672
2673         getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2674                               &src_x, &src_y);
2675
2676         width  = graphic_info[graphic].width  * size / TILESIZE;
2677         height = graphic_info[graphic].height * size / TILESIZE;
2678
2679         if (draw_masked)
2680         {
2681           SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2682                         dst_x - src_x, dst_y - src_y);
2683           BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2684                            dst_x, dst_y);
2685         }
2686         else
2687         {
2688           BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2689                      dst_x, dst_y);
2690         }
2691       }
2692 #else
2693       if (value == EL_UNDEFINED || value == EL_EMPTY)
2694       {
2695         element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
2696         graphic = el2panelimg(element);
2697
2698         src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
2699         src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos);
2700         src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos);
2701       }
2702       else
2703       {
2704         element = value;
2705         graphic = el2panelimg(value);
2706
2707         getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y);
2708       }
2709
2710       width  = graphic_info[graphic].width  * size / TILESIZE;
2711       height = graphic_info[graphic].height * size / TILESIZE;
2712
2713       BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
2714 #endif
2715     }
2716     else if (type == TYPE_STRING)
2717     {
2718       boolean active = (value != 0);
2719       char *state_normal = "off";
2720       char *state_active = "on";
2721       char *state = (active ? state_active : state_normal);
2722       char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2723                  nr == GAME_PANEL_PLAYER_NAME   ? setup.player_name :
2724                  nr == GAME_PANEL_LEVEL_NAME    ? level.name :
2725                  nr == GAME_PANEL_LEVEL_AUTHOR  ? level.author : NULL);
2726
2727       if (nr == GAME_PANEL_GRAVITY_STATE)
2728       {
2729         int font1 = pos->font;          /* (used for normal state) */
2730         int font2 = pos->font_alt;      /* (used for active state) */
2731 #if 0
2732         int size1 = strlen(state_normal);
2733         int size2 = strlen(state_active);
2734         int width1 = size1 * getFontWidth(font1);
2735         int width2 = size2 * getFontWidth(font2);
2736         int max_width = MAX(width1, width2);
2737         int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2738
2739         pos->width = max_width;
2740
2741         /* clear background for values that may have changed its size */
2742         ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2743                                    max_width, max_height);
2744 #endif
2745
2746         font = (active ? font2 : font1);
2747       }
2748
2749       if (s != NULL)
2750       {
2751         char *s_cut;
2752
2753 #if 1
2754         if (size <= 0)
2755         {
2756           /* don't truncate output if "chars" is zero or less */
2757           size = strlen(s);
2758
2759           /* dynamically correct text alignment */
2760           pos->width = size * getFontWidth(font);
2761         }
2762 #endif
2763
2764         s_cut = getStringCopyN(s, size);
2765
2766         DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2767                     s_cut, font, mask_mode);
2768
2769         free(s_cut);
2770       }
2771     }
2772
2773     redraw_mask |= REDRAW_DOOR_1;
2774   }
2775
2776   game_status = GAME_MODE_PLAYING;
2777 }
2778
2779 void UpdateAndDisplayGameControlValues()
2780 {
2781   if (tape.warp_forward)
2782     return;
2783
2784   UpdateGameControlValues();
2785   DisplayGameControlValues();
2786 }
2787
2788 void DrawGameValue_Emeralds(int value)
2789 {
2790   struct TextPosInfo *pos = &game.panel.gems;
2791 #if 1
2792   int font_nr = pos->font;
2793 #else
2794   int font_nr = FONT_TEXT_2;
2795 #endif
2796   int font_width = getFontWidth(font_nr);
2797   int chars = pos->size;
2798
2799 #if 1
2800   return;       /* !!! USE NEW STUFF !!! */
2801 #endif
2802
2803   if (PANEL_DEACTIVATED(pos))
2804     return;
2805
2806   pos->width = chars * font_width;
2807
2808   DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2809 }
2810
2811 void DrawGameValue_Dynamite(int value)
2812 {
2813   struct TextPosInfo *pos = &game.panel.inventory_count;
2814 #if 1
2815   int font_nr = pos->font;
2816 #else
2817   int font_nr = FONT_TEXT_2;
2818 #endif
2819   int font_width = getFontWidth(font_nr);
2820   int chars = pos->size;
2821
2822 #if 1
2823   return;       /* !!! USE NEW STUFF !!! */
2824 #endif
2825
2826   if (PANEL_DEACTIVATED(pos))
2827     return;
2828
2829   pos->width = chars * font_width;
2830
2831   DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2832 }
2833
2834 void DrawGameValue_Score(int value)
2835 {
2836   struct TextPosInfo *pos = &game.panel.score;
2837 #if 1
2838   int font_nr = pos->font;
2839 #else
2840   int font_nr = FONT_TEXT_2;
2841 #endif
2842   int font_width = getFontWidth(font_nr);
2843   int chars = pos->size;
2844
2845 #if 1
2846   return;       /* !!! USE NEW STUFF !!! */
2847 #endif
2848
2849   if (PANEL_DEACTIVATED(pos))
2850     return;
2851
2852   pos->width = chars * font_width;
2853
2854   DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2855 }
2856
2857 void DrawGameValue_Time(int value)
2858 {
2859   struct TextPosInfo *pos = &game.panel.time;
2860   static int last_value = -1;
2861   int chars1 = 3;
2862   int chars2 = 4;
2863   int chars = pos->size;
2864 #if 1
2865   int font1_nr = pos->font;
2866   int font2_nr = pos->font_alt;
2867 #else
2868   int font1_nr = FONT_TEXT_2;
2869   int font2_nr = FONT_TEXT_1;
2870 #endif
2871   int font_nr = font1_nr;
2872   boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2873
2874 #if 1
2875   return;       /* !!! USE NEW STUFF !!! */
2876 #endif
2877
2878   if (PANEL_DEACTIVATED(pos))
2879     return;
2880
2881   if (use_dynamic_chars)                /* use dynamic number of chars */
2882   {
2883     chars   = (value < 1000 ? chars1   : chars2);
2884     font_nr = (value < 1000 ? font1_nr : font2_nr);
2885   }
2886
2887   /* clear background if value just changed its size (dynamic chars only) */
2888   if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
2889   {
2890     int width1 = chars1 * getFontWidth(font1_nr);
2891     int width2 = chars2 * getFontWidth(font2_nr);
2892     int max_width = MAX(width1, width2);
2893     int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
2894
2895     pos->width = max_width;
2896
2897     ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2898                                max_width, max_height);
2899   }
2900
2901   pos->width = chars * getFontWidth(font_nr);
2902
2903   DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2904
2905   last_value = value;
2906 }
2907
2908 void DrawGameValue_Level(int value)
2909 {
2910   struct TextPosInfo *pos = &game.panel.level_number;
2911   int chars1 = 2;
2912   int chars2 = 3;
2913   int chars = pos->size;
2914 #if 1
2915   int font1_nr = pos->font;
2916   int font2_nr = pos->font_alt;
2917 #else
2918   int font1_nr = FONT_TEXT_2;
2919   int font2_nr = FONT_TEXT_1;
2920 #endif
2921   int font_nr = font1_nr;
2922   boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2923
2924 #if 1
2925   return;       /* !!! USE NEW STUFF !!! */
2926 #endif
2927
2928   if (PANEL_DEACTIVATED(pos))
2929     return;
2930
2931   if (use_dynamic_chars)                /* use dynamic number of chars */
2932   {
2933     chars   = (level_nr < 100 ? chars1   : chars2);
2934     font_nr = (level_nr < 100 ? font1_nr : font2_nr);
2935   }
2936
2937   pos->width = chars * getFontWidth(font_nr);
2938
2939   DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2940 }
2941
2942 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
2943 {
2944 #if 0
2945   struct TextPosInfo *pos = &game.panel.keys;
2946 #endif
2947 #if 0
2948   int base_key_graphic = EL_KEY_1;
2949 #endif
2950   int i;
2951
2952 #if 1
2953   return;       /* !!! USE NEW STUFF !!! */
2954 #endif
2955
2956 #if 0
2957   if (PANEL_DEACTIVATED(pos))
2958     return;
2959 #endif
2960
2961 #if 0
2962   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2963     base_key_graphic = EL_EM_KEY_1;
2964 #endif
2965
2966 #if 0
2967   pos->width = 4 * MINI_TILEX;
2968 #endif
2969
2970 #if 1
2971   for (i = 0; i < MAX_NUM_KEYS; i++)
2972 #else
2973   /* currently only 4 of 8 possible keys are displayed */
2974   for (i = 0; i < STD_NUM_KEYS; i++)
2975 #endif
2976   {
2977 #if 1
2978     struct TextPosInfo *pos = &game.panel.key[i];
2979 #endif
2980     int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
2981     int src_y = DOOR_GFX_PAGEY1 + 123;
2982 #if 1
2983     int dst_x = PANEL_XPOS(pos);
2984     int dst_y = PANEL_YPOS(pos);
2985 #else
2986     int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
2987     int dst_y = PANEL_YPOS(pos);
2988 #endif
2989
2990 #if 1
2991     int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
2992                    level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
2993                    EL_KEY_1) + i;
2994     int graphic = el2edimg(element);
2995 #endif
2996
2997 #if 1
2998     if (PANEL_DEACTIVATED(pos))
2999       continue;
3000 #endif
3001
3002 #if 0
3003     /* masked blit with tiles from half-size scaled bitmap does not work yet
3004        (no mask bitmap created for these sizes after loading and scaling) --
3005        solution: load without creating mask, scale, then create final mask */
3006
3007     BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
3008                MINI_TILEX, MINI_TILEY, dst_x, dst_y);
3009
3010     if (key[i])
3011     {
3012 #if 0
3013       int graphic = el2edimg(base_key_graphic + i);
3014 #endif
3015       Bitmap *src_bitmap;
3016       int src_x, src_y;
3017
3018       getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
3019
3020       SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
3021                     dst_x - src_x, dst_y - src_y);
3022       BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
3023                        dst_x, dst_y);
3024     }
3025 #else
3026 #if 1
3027     if (key[i])
3028       DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
3029     else
3030       BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
3031                  MINI_TILEX, MINI_TILEY, dst_x, dst_y);
3032 #else
3033     if (key[i])
3034       DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
3035     else
3036       BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
3037                  MINI_TILEX, MINI_TILEY, dst_x, dst_y);
3038 #endif
3039 #endif
3040   }
3041 }
3042
3043 #else
3044
3045 void DrawGameValue_Emeralds(int value)
3046 {
3047   int font_nr = FONT_TEXT_2;
3048   int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
3049
3050   if (PANEL_DEACTIVATED(game.panel.gems))
3051     return;
3052
3053   DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
3054 }
3055
3056 void DrawGameValue_Dynamite(int value)
3057 {
3058   int font_nr = FONT_TEXT_2;
3059   int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
3060
3061   if (PANEL_DEACTIVATED(game.panel.inventory_count))
3062     return;
3063
3064   DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
3065 }
3066
3067 void DrawGameValue_Score(int value)
3068 {
3069   int font_nr = FONT_TEXT_2;
3070   int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
3071
3072   if (PANEL_DEACTIVATED(game.panel.score))
3073     return;
3074
3075   DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
3076 }
3077
3078 void DrawGameValue_Time(int value)
3079 {
3080   int font1_nr = FONT_TEXT_2;
3081 #if 1
3082   int font2_nr = FONT_TEXT_1;
3083 #else
3084   int font2_nr = FONT_LEVEL_NUMBER;
3085 #endif
3086   int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
3087   int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
3088
3089   if (PANEL_DEACTIVATED(game.panel.time))
3090     return;
3091
3092   /* clear background if value just changed its size */
3093   if (value == 999 || value == 1000)
3094     ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
3095
3096   if (value < 1000)
3097     DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
3098   else
3099     DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
3100 }
3101
3102 void DrawGameValue_Level(int value)
3103 {
3104   int font1_nr = FONT_TEXT_2;
3105 #if 1
3106   int font2_nr = FONT_TEXT_1;
3107 #else
3108   int font2_nr = FONT_LEVEL_NUMBER;
3109 #endif
3110
3111   if (PANEL_DEACTIVATED(game.panel.level))
3112     return;
3113
3114   if (level_nr < 100)
3115     DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
3116   else
3117     DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
3118 }
3119
3120 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
3121 {
3122   int base_key_graphic = EL_KEY_1;
3123   int i;
3124
3125   if (PANEL_DEACTIVATED(game.panel.keys))
3126     return;
3127
3128   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3129     base_key_graphic = EL_EM_KEY_1;
3130
3131   /* currently only 4 of 8 possible keys are displayed */
3132   for (i = 0; i < STD_NUM_KEYS; i++)
3133   {
3134     int x = XX_KEYS + i * MINI_TILEX;
3135     int y = YY_KEYS;
3136
3137     if (key[i])
3138       DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
3139     else
3140       BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
3141                  DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
3142   }
3143 }
3144
3145 #endif
3146
3147 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
3148                        int key_bits)
3149 {
3150   int key[MAX_NUM_KEYS];
3151   int i;
3152
3153   /* prevent EM engine from updating time/score values parallel to GameWon() */
3154   if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3155       local_player->LevelSolved)
3156     return;
3157
3158   for (i = 0; i < MAX_NUM_KEYS; i++)
3159     key[i] = key_bits & (1 << i);
3160
3161   DrawGameValue_Level(level_nr);
3162
3163   DrawGameValue_Emeralds(emeralds);
3164   DrawGameValue_Dynamite(dynamite);
3165   DrawGameValue_Score(score);
3166   DrawGameValue_Time(time);
3167
3168   DrawGameValue_Keys(key);
3169 }
3170
3171 void UpdateGameDoorValues()
3172 {
3173   UpdateGameControlValues();
3174 }
3175
3176 void DrawGameDoorValues()
3177 {
3178   DisplayGameControlValues();
3179 }
3180
3181 void DrawGameDoorValues_OLD()
3182 {
3183   int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
3184   int dynamite_value = 0;
3185   int score_value = (local_player->LevelSolved ? local_player->score_final :
3186                      local_player->score);
3187   int gems_value = local_player->gems_still_needed;
3188   int key_bits = 0;
3189   int i, j;
3190
3191   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3192   {
3193     DrawGameDoorValues_EM();
3194
3195     return;
3196   }
3197
3198   if (game.centered_player_nr == -1)
3199   {
3200     for (i = 0; i < MAX_PLAYERS; i++)
3201     {
3202       for (j = 0; j < MAX_NUM_KEYS; j++)
3203         if (stored_player[i].key[j])
3204           key_bits |= (1 << j);
3205
3206       dynamite_value += stored_player[i].inventory_size;
3207     }
3208   }
3209   else
3210   {
3211     int player_nr = game.centered_player_nr;
3212
3213     for (i = 0; i < MAX_NUM_KEYS; i++)
3214       if (stored_player[player_nr].key[i])
3215         key_bits |= (1 << i);
3216
3217     dynamite_value = stored_player[player_nr].inventory_size;
3218   }
3219
3220   DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
3221                     key_bits);
3222 }
3223
3224
3225 /*
3226   =============================================================================
3227   InitGameEngine()
3228   -----------------------------------------------------------------------------
3229   initialize game engine due to level / tape version number
3230   =============================================================================
3231 */
3232
3233 static void InitGameEngine()
3234 {
3235   int i, j, k, l, x, y;
3236
3237   /* set game engine from tape file when re-playing, else from level file */
3238   game.engine_version = (tape.playing ? tape.engine_version :
3239                          level.game_version);
3240
3241   /* ---------------------------------------------------------------------- */
3242   /* set flags for bugs and changes according to active game engine version */
3243   /* ---------------------------------------------------------------------- */
3244
3245   /*
3246     Summary of bugfix/change:
3247     Fixed handling for custom elements that change when pushed by the player.
3248
3249     Fixed/changed in version:
3250     3.1.0
3251
3252     Description:
3253     Before 3.1.0, custom elements that "change when pushing" changed directly
3254     after the player started pushing them (until then handled in "DigField()").
3255     Since 3.1.0, these custom elements are not changed until the "pushing"
3256     move of the element is finished (now handled in "ContinueMoving()").
3257
3258     Affected levels/tapes:
3259     The first condition is generally needed for all levels/tapes before version
3260     3.1.0, which might use the old behaviour before it was changed; known tapes
3261     that are affected are some tapes from the level set "Walpurgis Gardens" by
3262     Jamie Cullen.
3263     The second condition is an exception from the above case and is needed for
3264     the special case of tapes recorded with game (not engine!) version 3.1.0 or
3265     above (including some development versions of 3.1.0), but before it was
3266     known that this change would break tapes like the above and was fixed in
3267     3.1.1, so that the changed behaviour was active although the engine version
3268     while recording maybe was before 3.1.0. There is at least one tape that is
3269     affected by this exception, which is the tape for the one-level set "Bug
3270     Machine" by Juergen Bonhagen.
3271   */
3272
3273   game.use_change_when_pushing_bug =
3274     (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3275      !(tape.playing &&
3276        tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3277        tape.game_version <  VERSION_IDENT(3,1,1,0)));
3278
3279   /*
3280     Summary of bugfix/change:
3281     Fixed handling for blocking the field the player leaves when moving.
3282
3283     Fixed/changed in version:
3284     3.1.1
3285
3286     Description:
3287     Before 3.1.1, when "block last field when moving" was enabled, the field
3288     the player is leaving when moving was blocked for the time of the move,
3289     and was directly unblocked afterwards. This resulted in the last field
3290     being blocked for exactly one less than the number of frames of one player
3291     move. Additionally, even when blocking was disabled, the last field was
3292     blocked for exactly one frame.
3293     Since 3.1.1, due to changes in player movement handling, the last field
3294     is not blocked at all when blocking is disabled. When blocking is enabled,
3295     the last field is blocked for exactly the number of frames of one player
3296     move. Additionally, if the player is Murphy, the hero of Supaplex, the
3297     last field is blocked for exactly one more than the number of frames of
3298     one player move.
3299
3300     Affected levels/tapes:
3301     (!!! yet to be determined -- probably many !!!)
3302   */
3303
3304   game.use_block_last_field_bug =
3305     (game.engine_version < VERSION_IDENT(3,1,1,0));
3306
3307   /*
3308     Summary of bugfix/change:
3309     Changed behaviour of CE changes with multiple changes per single frame.
3310
3311     Fixed/changed in version:
3312     3.2.0-6
3313
3314     Description:
3315     Before 3.2.0-6, only one single CE change was allowed in each engine frame.
3316     This resulted in race conditions where CEs seem to behave strange in some
3317     situations (where triggered CE changes were just skipped because there was
3318     already a CE change on that tile in the playfield in that engine frame).
3319     Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
3320     (The number of changes per frame must be limited in any case, because else
3321     it is easily possible to define CE changes that would result in an infinite
3322     loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
3323     should be set large enough so that it would only be reached in cases where
3324     the corresponding CE change conditions run into a loop. Therefore, it seems
3325     to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
3326     maximal number of change pages for custom elements.)
3327
3328     Affected levels/tapes:
3329     Probably many.
3330   */
3331
3332 #if USE_ONLY_ONE_CHANGE_PER_FRAME
3333   game.max_num_changes_per_frame = 1;
3334 #else
3335   game.max_num_changes_per_frame =
3336     (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
3337 #endif
3338
3339   /* ---------------------------------------------------------------------- */
3340
3341   /* default scan direction: scan playfield from top/left to bottom/right */
3342   InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3343
3344   /* dynamically adjust element properties according to game engine version */
3345   InitElementPropertiesEngine(game.engine_version);
3346
3347 #if 0
3348   printf("level %d: level version == %06d\n", level_nr, level.game_version);
3349   printf("          tape version == %06d [%s] [file: %06d]\n",
3350          tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
3351          tape.file_version);
3352   printf("       => game.engine_version == %06d\n", game.engine_version);
3353 #endif
3354
3355   /* ---------- initialize player's initial move delay --------------------- */
3356
3357   /* dynamically adjust player properties according to level information */
3358   for (i = 0; i < MAX_PLAYERS; i++)
3359     game.initial_move_delay_value[i] =
3360       get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3361
3362   /* dynamically adjust player properties according to game engine version */
3363   for (i = 0; i < MAX_PLAYERS; i++)
3364     game.initial_move_delay[i] =
3365       (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3366        game.initial_move_delay_value[i] : 0);
3367
3368   /* ---------- initialize player's initial push delay --------------------- */
3369
3370   /* dynamically adjust player properties according to game engine version */
3371   game.initial_push_delay_value =
3372     (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3373
3374   /* ---------- initialize changing elements ------------------------------- */
3375
3376   /* initialize changing elements information */
3377   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3378   {
3379     struct ElementInfo *ei = &element_info[i];
3380
3381     /* this pointer might have been changed in the level editor */
3382     ei->change = &ei->change_page[0];
3383
3384     if (!IS_CUSTOM_ELEMENT(i))
3385     {
3386       ei->change->target_element = EL_EMPTY_SPACE;
3387       ei->change->delay_fixed = 0;
3388       ei->change->delay_random = 0;
3389       ei->change->delay_frames = 1;
3390     }
3391
3392     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3393     {
3394       ei->has_change_event[j] = FALSE;
3395
3396       ei->event_page_nr[j] = 0;
3397       ei->event_page[j] = &ei->change_page[0];
3398     }
3399   }
3400
3401   /* add changing elements from pre-defined list */
3402   for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3403   {
3404     struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3405     struct ElementInfo *ei = &element_info[ch_delay->element];
3406
3407     ei->change->target_element       = ch_delay->target_element;
3408     ei->change->delay_fixed          = ch_delay->change_delay;
3409
3410     ei->change->pre_change_function  = ch_delay->pre_change_function;
3411     ei->change->change_function      = ch_delay->change_function;
3412     ei->change->post_change_function = ch_delay->post_change_function;
3413
3414     ei->change->can_change = TRUE;
3415     ei->change->can_change_or_has_action = TRUE;
3416
3417     ei->has_change_event[CE_DELAY] = TRUE;
3418
3419     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3420     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3421   }
3422
3423   /* ---------- initialize internal run-time variables --------------------- */
3424
3425   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3426   {
3427     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3428
3429     for (j = 0; j < ei->num_change_pages; j++)
3430     {
3431       ei->change_page[j].can_change_or_has_action =
3432         (ei->change_page[j].can_change |
3433          ei->change_page[j].has_action);
3434     }
3435   }
3436
3437   /* add change events from custom element configuration */
3438   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3439   {
3440     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3441
3442     for (j = 0; j < ei->num_change_pages; j++)
3443     {
3444       if (!ei->change_page[j].can_change_or_has_action)
3445         continue;
3446
3447       for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3448       {
3449         /* only add event page for the first page found with this event */
3450         if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3451         {
3452           ei->has_change_event[k] = TRUE;
3453
3454           ei->event_page_nr[k] = j;
3455           ei->event_page[k] = &ei->change_page[j];
3456         }
3457       }
3458     }
3459   }
3460
3461 #if 1
3462   /* ---------- initialize reference elements in change conditions --------- */
3463
3464   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3465   {
3466     int element = EL_CUSTOM_START + i;
3467     struct ElementInfo *ei = &element_info[element];
3468
3469     for (j = 0; j < ei->num_change_pages; j++)
3470     {
3471       int trigger_element = ei->change_page[j].initial_trigger_element;
3472
3473       if (trigger_element >= EL_PREV_CE_8 &&
3474           trigger_element <= EL_NEXT_CE_8)
3475         trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3476
3477       ei->change_page[j].trigger_element = trigger_element;
3478     }
3479   }
3480 #endif
3481
3482   /* ---------- initialize run-time trigger player and element ------------- */
3483
3484   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3485   {
3486     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3487
3488     for (j = 0; j < ei->num_change_pages; j++)
3489     {
3490       ei->change_page[j].actual_trigger_element = EL_EMPTY;
3491       ei->change_page[j].actual_trigger_player = EL_EMPTY;
3492       ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3493       ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3494       ei->change_page[j].actual_trigger_ce_value = 0;
3495       ei->change_page[j].actual_trigger_ce_score = 0;
3496     }
3497   }
3498
3499   /* ---------- initialize trigger events ---------------------------------- */
3500
3501   /* initialize trigger events information */
3502   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3503     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3504       trigger_events[i][j] = FALSE;
3505
3506   /* add trigger events from element change event properties */
3507   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3508   {
3509     struct ElementInfo *ei = &element_info[i];
3510
3511     for (j = 0; j < ei->num_change_pages; j++)
3512     {
3513       if (!ei->change_page[j].can_change_or_has_action)
3514         continue;
3515
3516       if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3517       {
3518         int trigger_element = ei->change_page[j].trigger_element;
3519
3520         for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3521         {
3522           if (ei->change_page[j].has_event[k])
3523           {
3524             if (IS_GROUP_ELEMENT(trigger_element))
3525             {
3526               struct ElementGroupInfo *group =
3527                 element_info[trigger_element].group;
3528
3529               for (l = 0; l < group->num_elements_resolved; l++)
3530                 trigger_events[group->element_resolved[l]][k] = TRUE;
3531             }
3532             else if (trigger_element == EL_ANY_ELEMENT)
3533               for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3534                 trigger_events[l][k] = TRUE;
3535             else
3536               trigger_events[trigger_element][k] = TRUE;
3537           }
3538         }
3539       }
3540     }
3541   }
3542
3543   /* ---------- initialize push delay -------------------------------------- */
3544
3545   /* initialize push delay values to default */
3546   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3547   {
3548     if (!IS_CUSTOM_ELEMENT(i))
3549     {
3550       /* set default push delay values (corrected since version 3.0.7-1) */
3551       if (game.engine_version < VERSION_IDENT(3,0,7,1))
3552       {
3553         element_info[i].push_delay_fixed = 2;
3554         element_info[i].push_delay_random = 8;
3555       }
3556       else
3557       {
3558         element_info[i].push_delay_fixed = 8;
3559         element_info[i].push_delay_random = 8;
3560       }
3561     }
3562   }
3563
3564   /* set push delay value for certain elements from pre-defined list */
3565   for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3566   {
3567     int e = push_delay_list[i].element;
3568
3569     element_info[e].push_delay_fixed  = push_delay_list[i].push_delay_fixed;
3570     element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3571   }
3572
3573   /* set push delay value for Supaplex elements for newer engine versions */
3574   if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3575   {
3576     for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3577     {
3578       if (IS_SP_ELEMENT(i))
3579       {
3580         /* set SP push delay to just enough to push under a falling zonk */
3581         int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3582
3583         element_info[i].push_delay_fixed  = delay;
3584         element_info[i].push_delay_random = 0;
3585       }
3586     }
3587   }
3588
3589   /* ---------- initialize move stepsize ----------------------------------- */
3590
3591   /* initialize move stepsize values to default */
3592   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3593     if (!IS_CUSTOM_ELEMENT(i))
3594       element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3595
3596   /* set move stepsize value for certain elements from pre-defined list */
3597   for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3598   {
3599     int e = move_stepsize_list[i].element;
3600
3601     element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3602   }
3603
3604   /* ---------- initialize collect score ----------------------------------- */
3605
3606   /* initialize collect score values for custom elements from initial value */
3607   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3608     if (IS_CUSTOM_ELEMENT(i))
3609       element_info[i].collect_score = element_info[i].collect_score_initial;
3610
3611   /* ---------- initialize collect count ----------------------------------- */
3612
3613   /* initialize collect count values for non-custom elements */
3614   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3615     if (!IS_CUSTOM_ELEMENT(i))
3616       element_info[i].collect_count_initial = 0;
3617
3618   /* add collect count values for all elements from pre-defined list */
3619   for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3620     element_info[collect_count_list[i].element].collect_count_initial =
3621       collect_count_list[i].count;
3622
3623   /* ---------- initialize access direction -------------------------------- */
3624
3625   /* initialize access direction values to default (access from every side) */
3626   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3627     if (!IS_CUSTOM_ELEMENT(i))
3628       element_info[i].access_direction = MV_ALL_DIRECTIONS;
3629
3630   /* set access direction value for certain elements from pre-defined list */
3631   for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3632     element_info[access_direction_list[i].element].access_direction =
3633       access_direction_list[i].direction;
3634
3635   /* ---------- initialize explosion content ------------------------------- */
3636   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3637   {
3638     if (IS_CUSTOM_ELEMENT(i))
3639       continue;
3640
3641     for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3642     {
3643       /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3644
3645       element_info[i].content.e[x][y] =
3646         (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3647          i == EL_PLAYER_2 ? EL_EMERALD_RED :
3648          i == EL_PLAYER_3 ? EL_EMERALD :
3649          i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3650          i == EL_MOLE ? EL_EMERALD_RED :
3651          i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3652          i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3653          i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3654          i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3655          i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3656          i == EL_WALL_EMERALD ? EL_EMERALD :
3657          i == EL_WALL_DIAMOND ? EL_DIAMOND :
3658          i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3659          i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3660          i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3661          i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3662          i == EL_WALL_PEARL ? EL_PEARL :
3663          i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3664          EL_EMPTY);
3665     }
3666   }
3667
3668   /* ---------- initialize recursion detection ------------------------------ */
3669   recursion_loop_depth = 0;
3670   recursion_loop_detected = FALSE;
3671   recursion_loop_element = EL_UNDEFINED;
3672
3673   /* ---------- initialize graphics engine ---------------------------------- */
3674   game.scroll_delay_value =
3675     (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3676      setup.scroll_delay                   ? setup.scroll_delay_value       : 0);
3677   game.scroll_delay_value =
3678     MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3679 }
3680
3681 int get_num_special_action(int element, int action_first, int action_last)
3682 {
3683   int num_special_action = 0;
3684   int i, j;
3685
3686   for (i = action_first; i <= action_last; i++)
3687   {
3688     boolean found = FALSE;
3689
3690     for (j = 0; j < NUM_DIRECTIONS; j++)
3691       if (el_act_dir2img(element, i, j) !=
3692           el_act_dir2img(element, ACTION_DEFAULT, j))
3693         found = TRUE;
3694
3695     if (found)
3696       num_special_action++;
3697     else
3698       break;
3699   }
3700
3701   return num_special_action;
3702 }
3703
3704
3705 /*
3706   =============================================================================
3707   InitGame()
3708   -----------------------------------------------------------------------------
3709   initialize and start new game
3710   =============================================================================
3711 */
3712
3713 void InitGame()
3714 {
3715   boolean emulate_bd = TRUE;    /* unless non-BOULDERDASH elements found */
3716   boolean emulate_sb = TRUE;    /* unless non-SOKOBAN     elements found */
3717   boolean emulate_sp = TRUE;    /* unless non-SUPAPLEX    elements found */
3718 #if 0
3719   boolean do_fading = (game_status == GAME_MODE_MAIN);
3720 #endif
3721 #if 1
3722   int initial_move_dir = MV_DOWN;
3723 #else
3724   int initial_move_dir = MV_NONE;
3725 #endif
3726   int i, j, x, y;
3727
3728   game_status = GAME_MODE_PLAYING;
3729
3730 #if 1
3731   /* needed if different viewport properties defined for playing */
3732   ChangeViewportPropertiesIfNeeded();
3733 #endif
3734
3735 #if 1
3736   DrawCompleteVideoDisplay();
3737 #endif
3738
3739   InitGameEngine();
3740   InitGameControlValues();
3741
3742   /* don't play tapes over network */
3743   network_playing = (options.network && !tape.playing);
3744
3745   for (i = 0; i < MAX_PLAYERS; i++)
3746   {
3747     struct PlayerInfo *player = &stored_player[i];
3748
3749     player->index_nr = i;
3750     player->index_bit = (1 << i);
3751     player->element_nr = EL_PLAYER_1 + i;
3752
3753     player->present = FALSE;
3754     player->active = FALSE;
3755     player->mapped = FALSE;
3756
3757     player->killed = FALSE;
3758     player->reanimated = FALSE;
3759
3760     player->action = 0;
3761     player->effective_action = 0;
3762     player->programmed_action = 0;
3763
3764     player->score = 0;
3765     player->score_final = 0;
3766
3767     player->gems_still_needed = level.gems_needed;
3768     player->sokobanfields_still_needed = 0;
3769     player->lights_still_needed = 0;
3770     player->friends_still_needed = 0;
3771
3772     for (j = 0; j < MAX_NUM_KEYS; j++)
3773       player->key[j] = FALSE;
3774
3775     player->num_white_keys = 0;
3776
3777     player->dynabomb_count = 0;
3778     player->dynabomb_size = 1;
3779     player->dynabombs_left = 0;
3780     player->dynabomb_xl = FALSE;
3781
3782     player->MovDir = initial_move_dir;
3783     player->MovPos = 0;
3784     player->GfxPos = 0;
3785     player->GfxDir = initial_move_dir;
3786     player->GfxAction = ACTION_DEFAULT;
3787     player->Frame = 0;
3788     player->StepFrame = 0;
3789
3790     player->initial_element = player->element_nr;
3791     player->artwork_element =
3792       (level.use_artwork_element[i] ? level.artwork_element[i] :
3793        player->element_nr);
3794     player->use_murphy = FALSE;
3795
3796     player->block_last_field = FALSE;   /* initialized in InitPlayerField() */
3797     player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3798
3799     player->gravity = level.initial_player_gravity[i];
3800
3801     player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3802
3803     player->actual_frame_counter = 0;
3804
3805     player->step_counter = 0;
3806
3807     player->last_move_dir = initial_move_dir;
3808
3809     player->is_active = FALSE;
3810
3811     player->is_waiting = FALSE;
3812     player->is_moving = FALSE;
3813     player->is_auto_moving = FALSE;
3814     player->is_digging = FALSE;
3815     player->is_snapping = FALSE;
3816     player->is_collecting = FALSE;
3817     player->is_pushing = FALSE;
3818     player->is_switching = FALSE;
3819     player->is_dropping = FALSE;
3820     player->is_dropping_pressed = FALSE;
3821
3822     player->is_bored = FALSE;
3823     player->is_sleeping = FALSE;
3824
3825     player->frame_counter_bored = -1;
3826     player->frame_counter_sleeping = -1;
3827
3828     player->anim_delay_counter = 0;
3829     player->post_delay_counter = 0;
3830
3831     player->dir_waiting = initial_move_dir;
3832     player->action_waiting = ACTION_DEFAULT;
3833     player->last_action_waiting = ACTION_DEFAULT;
3834     player->special_action_bored = ACTION_DEFAULT;
3835     player->special_action_sleeping = ACTION_DEFAULT;
3836
3837     player->switch_x = -1;
3838     player->switch_y = -1;
3839
3840     player->drop_x = -1;
3841     player->drop_y = -1;
3842
3843     player->show_envelope = 0;
3844
3845     SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3846
3847     player->push_delay       = -1;      /* initialized when pushing starts */
3848     player->push_delay_value = game.initial_push_delay_value;
3849
3850     player->drop_delay = 0;
3851     player->drop_pressed_delay = 0;
3852
3853     player->last_jx = -1;
3854     player->last_jy = -1;
3855     player->jx = -1;
3856     player->jy = -1;
3857
3858     player->shield_normal_time_left = 0;
3859     player->shield_deadly_time_left = 0;
3860
3861     player->inventory_infinite_element = EL_UNDEFINED;
3862     player->inventory_size = 0;
3863
3864     if (level.use_initial_inventory[i])
3865     {
3866       for (j = 0; j < level.initial_inventory_size[i]; j++)
3867       {
3868         int element = level.initial_inventory_content[i][j];
3869         int collect_count = element_info[element].collect_count_initial;
3870         int k;
3871
3872         if (!IS_CUSTOM_ELEMENT(element))
3873           collect_count = 1;
3874
3875         if (collect_count == 0)
3876           player->inventory_infinite_element = element;
3877         else
3878           for (k = 0; k < collect_count; k++)
3879             if (player->inventory_size < MAX_INVENTORY_SIZE)
3880               player->inventory_element[player->inventory_size++] = element;
3881       }
3882     }
3883
3884     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3885     SnapField(player, 0, 0);
3886
3887     player->LevelSolved = FALSE;
3888     player->GameOver = FALSE;
3889
3890     player->LevelSolved_GameWon = FALSE;
3891     player->LevelSolved_GameEnd = FALSE;
3892     player->LevelSolved_PanelOff = FALSE;
3893     player->LevelSolved_SaveTape = FALSE;
3894     player->LevelSolved_SaveScore = FALSE;
3895     player->LevelSolved_CountingTime = 0;
3896     player->LevelSolved_CountingScore = 0;
3897
3898     map_player_action[i] = i;
3899   }
3900
3901   network_player_action_received = FALSE;
3902
3903 #if defined(NETWORK_AVALIABLE)
3904   /* initial null action */
3905   if (network_playing)
3906     SendToServer_MovePlayer(MV_NONE);
3907 #endif
3908
3909   ZX = ZY = -1;
3910   ExitX = ExitY = -1;
3911
3912   FrameCounter = 0;
3913   TimeFrames = 0;
3914   TimePlayed = 0;
3915   TimeLeft = level.time;
3916   TapeTime = 0;
3917
3918   ScreenMovDir = MV_NONE;
3919   ScreenMovPos = 0;
3920   ScreenGfxPos = 0;
3921
3922   ScrollStepSize = 0;   /* will be correctly initialized by ScrollScreen() */
3923
3924   AllPlayersGone = FALSE;
3925
3926   game.yamyam_content_nr = 0;
3927   game.robot_wheel_active = FALSE;
3928   game.magic_wall_active = FALSE;
3929   game.magic_wall_time_left = 0;
3930   game.light_time_left = 0;
3931   game.timegate_time_left = 0;
3932   game.switchgate_pos = 0;
3933   game.wind_direction = level.wind_direction_initial;
3934
3935 #if !USE_PLAYER_GRAVITY
3936   game.gravity = FALSE;
3937   game.explosions_delayed = TRUE;
3938 #endif
3939
3940   game.lenses_time_left = 0;
3941   game.magnify_time_left = 0;
3942
3943   game.ball_state = level.ball_state_initial;
3944   game.ball_content_nr = 0;
3945
3946   game.envelope_active = FALSE;
3947
3948   /* set focus to local player for network games, else to all players */
3949   game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3950   game.centered_player_nr_next = game.centered_player_nr;
3951   game.set_centered_player = FALSE;
3952
3953   if (network_playing && tape.recording)
3954   {
3955     /* store client dependent player focus when recording network games */
3956     tape.centered_player_nr_next = game.centered_player_nr_next;
3957     tape.set_centered_player = TRUE;
3958   }
3959
3960   for (i = 0; i < NUM_BELTS; i++)
3961   {
3962     game.belt_dir[i] = MV_NONE;
3963     game.belt_dir_nr[i] = 3;            /* not moving, next moving left */
3964   }
3965
3966   for (i = 0; i < MAX_NUM_AMOEBA; i++)
3967     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3968
3969   SCAN_PLAYFIELD(x, y)
3970   {
3971     Feld[x][y] = level.field[x][y];
3972     MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3973     ChangeDelay[x][y] = 0;
3974     ChangePage[x][y] = -1;
3975 #if USE_NEW_CUSTOM_VALUE
3976     CustomValue[x][y] = 0;              /* initialized in InitField() */
3977 #endif
3978     Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3979     AmoebaNr[x][y] = 0;
3980     WasJustMoving[x][y] = 0;
3981     WasJustFalling[x][y] = 0;
3982     CheckCollision[x][y] = 0;
3983     CheckImpact[x][y] = 0;
3984     Stop[x][y] = FALSE;
3985     Pushed[x][y] = FALSE;
3986
3987     ChangeCount[x][y] = 0;
3988     ChangeEvent[x][y] = -1;
3989
3990     ExplodePhase[x][y] = 0;
3991     ExplodeDelay[x][y] = 0;
3992     ExplodeField[x][y] = EX_TYPE_NONE;
3993
3994     RunnerVisit[x][y] = 0;
3995     PlayerVisit[x][y] = 0;
3996
3997     GfxFrame[x][y] = 0;
3998     GfxRandom[x][y] = INIT_GFX_RANDOM();
3999     GfxElement[x][y] = EL_UNDEFINED;
4000     GfxAction[x][y] = ACTION_DEFAULT;
4001     GfxDir[x][y] = MV_NONE;
4002     GfxRedraw[x][y] = GFX_REDRAW_NONE;
4003   }
4004
4005   SCAN_PLAYFIELD(x, y)
4006   {
4007     if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
4008       emulate_bd = FALSE;
4009     if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
4010       emulate_sb = FALSE;
4011     if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
4012       emulate_sp = FALSE;
4013
4014     InitField(x, y, TRUE);
4015
4016     ResetGfxAnimation(x, y);
4017   }
4018
4019   InitBeltMovement();
4020
4021   for (i = 0; i < MAX_PLAYERS; i++)
4022   {
4023     struct PlayerInfo *player = &stored_player[i];
4024
4025     /* set number of special actions for bored and sleeping animation */
4026     player->num_special_action_bored =
4027       get_num_special_action(player->artwork_element,
4028                              ACTION_BORING_1, ACTION_BORING_LAST);
4029     player->num_special_action_sleeping =
4030       get_num_special_action(player->artwork_element,
4031                              ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
4032   }
4033
4034   game.emulation = (emulate_bd ? EMU_BOULDERDASH :
4035                     emulate_sb ? EMU_SOKOBAN :
4036                     emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
4037
4038 #if USE_NEW_ALL_SLIPPERY
4039   /* initialize type of slippery elements */
4040   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4041   {
4042     if (!IS_CUSTOM_ELEMENT(i))
4043     {
4044       /* default: elements slip down either to the left or right randomly */
4045       element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
4046
4047       /* SP style elements prefer to slip down on the left side */
4048       if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
4049         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4050
4051       /* BD style elements prefer to slip down on the left side */
4052       if (game.emulation == EMU_BOULDERDASH)
4053         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4054     }
4055   }
4056 #endif
4057
4058   /* initialize explosion and ignition delay */
4059   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4060   {
4061     if (!IS_CUSTOM_ELEMENT(i))
4062     {
4063       int num_phase = 8;
4064       int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
4065                     game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
4066                    game.emulation == EMU_SUPAPLEX ? 3 : 2);
4067       int last_phase = (num_phase + 1) * delay;
4068       int half_phase = (num_phase / 2) * delay;
4069
4070       element_info[i].explosion_delay = last_phase - 1;
4071       element_info[i].ignition_delay = half_phase;
4072
4073       if (i == EL_BLACK_ORB)
4074         element_info[i].ignition_delay = 1;
4075     }
4076
4077 #if 0
4078     if (element_info[i].explosion_delay < 1)    /* !!! check again !!! */
4079       element_info[i].explosion_delay = 1;
4080
4081     if (element_info[i].ignition_delay < 1)     /* !!! check again !!! */
4082       element_info[i].ignition_delay = 1;
4083 #endif
4084   }
4085
4086   /* correct non-moving belts to start moving left */
4087   for (i = 0; i < NUM_BELTS; i++)
4088     if (game.belt_dir[i] == MV_NONE)
4089       game.belt_dir_nr[i] = 3;          /* not moving, next moving left */
4090
4091 #if USE_NEW_PLAYER_ASSIGNMENTS
4092   /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
4093   /* choose default local player */
4094   local_player = &stored_player[0];
4095
4096   for (i = 0; i < MAX_PLAYERS; i++)
4097     stored_player[i].connected = FALSE;
4098
4099   local_player->connected = TRUE;
4100   /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
4101
4102   if (tape.playing)
4103   {
4104     /* try to guess locally connected team mode players (needed for correct
4105        assignment of player figures from level to locally playing players) */
4106
4107     for (i = 0; i < MAX_PLAYERS; i++)
4108       if (tape.player_participates[i])
4109         stored_player[i].connected = TRUE;
4110   }
4111   else if (setup.team_mode && !options.network)
4112   {
4113     /* try to guess locally connected team mode players (needed for correct
4114        assignment of player figures from level to locally playing players) */
4115
4116     for (i = 0; i < MAX_PLAYERS; i++)
4117       if (setup.input[i].use_joystick ||
4118           setup.input[i].key.left != KSYM_UNDEFINED)
4119         stored_player[i].connected = TRUE;
4120   }
4121
4122 #if 0
4123   for (i = 0; i < MAX_PLAYERS; i++)
4124     printf("::: player %d: %s\n", i,
4125            (stored_player[i].connected ? "connected" : "not connected"));
4126
4127   for (i = 0; i < MAX_PLAYERS; i++)
4128     printf("::: player %d: %s\n", i,
4129            (stored_player[i].present ? "present" : "not present"));
4130 #endif
4131
4132   /* check if any connected player was not found in playfield */
4133   for (i = 0; i < MAX_PLAYERS; i++)
4134   {
4135     struct PlayerInfo *player = &stored_player[i];
4136
4137     if (player->connected && !player->present)
4138     {
4139       struct PlayerInfo *field_player = NULL;
4140
4141 #if 0
4142       printf("::: looking for field player for player %d ...\n", i);
4143 #endif
4144
4145       /* assign first free player found that is present in the playfield */
4146
4147       /* first try: look for unmapped playfield player that is not connected */
4148       if (field_player == NULL)
4149         for (j = 0; j < MAX_PLAYERS; j++)
4150           if (stored_player[j].present &&
4151               !stored_player[j].mapped &&
4152               !stored_player[j].connected)
4153             field_player = &stored_player[j];
4154
4155       /* second try: look for *any* unmapped playfield player */
4156       if (field_player == NULL)
4157         for (j = 0; j < MAX_PLAYERS; j++)
4158           if (stored_player[j].present &&
4159               !stored_player[j].mapped)
4160             field_player = &stored_player[j];
4161
4162       if (field_player != NULL)
4163       {
4164         int jx = field_player->jx, jy = field_player->jy;
4165
4166 #if 0
4167         printf("::: found player figure %d\n", field_player->index_nr);
4168 #endif
4169
4170         player->present = FALSE;
4171         player->active = FALSE;
4172
4173         field_player->present = TRUE;
4174         field_player->active = TRUE;
4175
4176         /*
4177         player->initial_element = field_player->initial_element;
4178         player->artwork_element = field_player->artwork_element;
4179
4180         player->block_last_field       = field_player->block_last_field;
4181         player->block_delay_adjustment = field_player->block_delay_adjustment;
4182         */
4183
4184         StorePlayer[jx][jy] = field_player->element_nr;
4185
4186         field_player->jx = field_player->last_jx = jx;
4187         field_player->jy = field_player->last_jy = jy;
4188
4189         if (local_player == player)
4190           local_player = field_player;
4191
4192         map_player_action[field_player->index_nr] = i;
4193
4194         field_player->mapped = TRUE;
4195
4196 #if 0
4197         printf("::: map_player_action[%d] == %d\n",
4198                field_player->index_nr, i);
4199 #endif
4200       }
4201     }
4202
4203     if (player->connected && player->present)
4204       player->mapped = TRUE;
4205   }
4206
4207 #else
4208
4209   /* check if any connected player was not found in playfield */
4210   for (i = 0; i < MAX_PLAYERS; i++)
4211   {
4212     struct PlayerInfo *player = &stored_player[i];
4213
4214     if (player->connected && !player->present)
4215     {
4216       for (j = 0; j < MAX_PLAYERS; j++)
4217       {
4218         struct PlayerInfo *field_player = &stored_player[j];
4219         int jx = field_player->jx, jy = field_player->jy;
4220
4221         /* assign first free player found that is present in the playfield */
4222         if (field_player->present && !field_player->connected)
4223         {
4224           player->present = TRUE;
4225           player->active = TRUE;
4226
4227           field_player->present = FALSE;
4228           field_player->active = FALSE;
4229
4230           player->initial_element = field_player->initial_element;
4231           player->artwork_element = field_player->artwork_element;
4232
4233           player->block_last_field       = field_player->block_last_field;
4234           player->block_delay_adjustment = field_player->block_delay_adjustment;
4235
4236           StorePlayer[jx][jy] = player->element_nr;
4237
4238           player->jx = player->last_jx = jx;
4239           player->jy = player->last_jy = jy;
4240
4241           break;
4242         }
4243       }
4244     }
4245   }
4246 #endif
4247
4248 #if 0
4249   printf("::: local_player->present == %d\n", local_player->present);
4250 #endif
4251
4252   if (tape.playing)
4253   {
4254     /* when playing a tape, eliminate all players who do not participate */
4255
4256 #if USE_NEW_PLAYER_ASSIGNMENTS
4257     for (i = 0; i < MAX_PLAYERS; i++)
4258     {
4259       if (stored_player[i].active &&
4260           !tape.player_participates[map_player_action[i]])
4261       {
4262         struct PlayerInfo *player = &stored_player[i];
4263         int jx = player->jx, jy = player->jy;
4264
4265         player->active = FALSE;
4266         StorePlayer[jx][jy] = 0;
4267         Feld[jx][jy] = EL_EMPTY;
4268       }
4269     }
4270 #else
4271     for (i = 0; i < MAX_PLAYERS; i++)
4272     {
4273       if (stored_player[i].active &&
4274           !tape.player_participates[i])
4275       {
4276         struct PlayerInfo *player = &stored_player[i];
4277         int jx = player->jx, jy = player->jy;
4278
4279         player->active = FALSE;
4280         StorePlayer[jx][jy] = 0;
4281         Feld[jx][jy] = EL_EMPTY;
4282       }
4283     }
4284 #endif
4285   }
4286   else if (!options.network && !setup.team_mode)        /* && !tape.playing */
4287   {
4288     /* when in single player mode, eliminate all but the first active player */
4289
4290     for (i = 0; i < MAX_PLAYERS; i++)
4291     {
4292       if (stored_player[i].active)
4293       {
4294         for (j = i + 1; j < MAX_PLAYERS; j++)
4295         {
4296           if (stored_player[j].active)
4297           {
4298             struct PlayerInfo *player = &stored_player[j];
4299             int jx = player->jx, jy = player->jy;
4300
4301             player->active = FALSE;
4302             player->present = FALSE;
4303
4304             StorePlayer[jx][jy] = 0;
4305             Feld[jx][jy] = EL_EMPTY;
4306           }
4307         }
4308       }
4309     }
4310   }
4311
4312   /* when recording the game, store which players take part in the game */
4313   if (tape.recording)
4314   {
4315 #if USE_NEW_PLAYER_ASSIGNMENTS
4316     for (i = 0; i < MAX_PLAYERS; i++)
4317       if (stored_player[i].connected)
4318         tape.player_participates[i] = TRUE;
4319 #else
4320     for (i = 0; i < MAX_PLAYERS; i++)
4321       if (stored_player[i].active)
4322         tape.player_participates[i] = TRUE;
4323 #endif
4324   }
4325
4326   if (options.debug)
4327   {
4328     for (i = 0; i < MAX_PLAYERS; i++)
4329     {
4330       struct PlayerInfo *player = &stored_player[i];
4331
4332       printf("Player %d: present == %d, connected == %d, active == %d.\n",
4333              i+1,
4334              player->present,
4335              player->connected,
4336              player->active);
4337       if (local_player == player)
4338         printf("Player  %d is local player.\n", i+1);
4339     }
4340   }
4341
4342   if (BorderElement == EL_EMPTY)
4343   {
4344     SBX_Left = 0;
4345     SBX_Right = lev_fieldx - SCR_FIELDX;
4346     SBY_Upper = 0;
4347     SBY_Lower = lev_fieldy - SCR_FIELDY;
4348   }
4349   else
4350   {
4351     SBX_Left = -1;
4352     SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4353     SBY_Upper = -1;
4354     SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4355   }
4356
4357   if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
4358     SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4359
4360   if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
4361     SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4362
4363   /* if local player not found, look for custom element that might create
4364      the player (make some assumptions about the right custom element) */
4365   if (!local_player->present)
4366   {
4367     int start_x = 0, start_y = 0;
4368     int found_rating = 0;
4369     int found_element = EL_UNDEFINED;
4370     int player_nr = local_player->index_nr;
4371
4372     SCAN_PLAYFIELD(x, y)
4373     {
4374       int element = Feld[x][y];
4375       int content;
4376       int xx, yy;
4377       boolean is_player;
4378
4379       if (level.use_start_element[player_nr] &&
4380           level.start_element[player_nr] == element &&
4381           found_rating < 4)
4382       {
4383         start_x = x;
4384         start_y = y;
4385
4386         found_rating = 4;
4387         found_element = element;
4388       }
4389
4390       if (!IS_CUSTOM_ELEMENT(element))
4391         continue;
4392
4393       if (CAN_CHANGE(element))
4394       {
4395         for (i = 0; i < element_info[element].num_change_pages; i++)
4396         {
4397           /* check for player created from custom element as single target */
4398           content = element_info[element].change_page[i].target_element;
4399           is_player = ELEM_IS_PLAYER(content);
4400
4401           if (is_player && (found_rating < 3 ||
4402                             (found_rating == 3 && element < found_element)))
4403           {
4404             start_x = x;
4405             start_y = y;
4406
4407             found_rating = 3;
4408             found_element = element;
4409           }
4410         }
4411       }
4412
4413       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4414       {
4415         /* check for player created from custom element as explosion content */
4416         content = element_info[element].content.e[xx][yy];
4417         is_player = ELEM_IS_PLAYER(content);
4418
4419         if (is_player && (found_rating < 2 ||
4420                           (found_rating == 2 && element < found_element)))
4421         {
4422           start_x = x + xx - 1;
4423           start_y = y + yy - 1;
4424
4425           found_rating = 2;
4426           found_element = element;
4427         }
4428
4429         if (!CAN_CHANGE(element))
4430           continue;
4431
4432         for (i = 0; i < element_info[element].num_change_pages; i++)
4433         {
4434           /* check for player created from custom element as extended target */
4435           content =
4436             element_info[element].change_page[i].target_content.e[xx][yy];
4437
4438           is_player = ELEM_IS_PLAYER(content);
4439
4440           if (is_player && (found_rating < 1 ||
4441                             (found_rating == 1 && element < found_element)))
4442           {
4443             start_x = x + xx - 1;
4444             start_y = y + yy - 1;
4445
4446             found_rating = 1;
4447             found_element = element;
4448           }
4449         }
4450       }
4451     }
4452
4453     scroll_x = (start_x < SBX_Left  + MIDPOSX ? SBX_Left :
4454                 start_x > SBX_Right + MIDPOSX ? SBX_Right :
4455                 start_x - MIDPOSX);
4456
4457     scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4458                 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4459                 start_y - MIDPOSY);
4460   }
4461   else
4462   {
4463     scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
4464                 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
4465                 local_player->jx - MIDPOSX);
4466
4467     scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
4468                 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
4469                 local_player->jy - MIDPOSY);
4470   }
4471
4472 #if 0
4473   /* do not use PLAYING mask for fading out from main screen */
4474   game_status = GAME_MODE_MAIN;
4475 #endif
4476
4477   StopAnimation();
4478
4479   if (!game.restart_level)
4480     CloseDoor(DOOR_CLOSE_1);
4481
4482 #if 1
4483   if (level_editor_test_game)
4484     FadeSkipNextFadeIn();
4485   else
4486     FadeSetEnterScreen();
4487 #else
4488   if (level_editor_test_game)
4489     fading = fading_none;
4490   else
4491     fading = menu.destination;
4492 #endif
4493
4494 #if 1
4495   FadeOut(REDRAW_FIELD);
4496 #else
4497   if (do_fading)
4498     FadeOut(REDRAW_FIELD);
4499 #endif
4500
4501 #if 0
4502   game_status = GAME_MODE_PLAYING;
4503 #endif
4504
4505   /* !!! FIX THIS (START) !!! */
4506   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4507   {
4508     InitGameEngine_EM();
4509
4510     /* blit playfield from scroll buffer to normal back buffer for fading in */
4511     BlitScreenToBitmap_EM(backbuffer);
4512   }
4513   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4514   {
4515     InitGameEngine_SP();
4516
4517     /* blit playfield from scroll buffer to normal back buffer for fading in */
4518     BlitScreenToBitmap_SP(backbuffer);
4519   }
4520   else
4521   {
4522     DrawLevel();
4523     DrawAllPlayers();
4524
4525     /* after drawing the level, correct some elements */
4526     if (game.timegate_time_left == 0)
4527       CloseAllOpenTimegates();
4528
4529     /* blit playfield from scroll buffer to normal back buffer for fading in */
4530     if (setup.soft_scrolling)
4531       BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
4532
4533     redraw_mask |= REDRAW_FROM_BACKBUFFER;
4534   }
4535   /* !!! FIX THIS (END) !!! */
4536
4537 #if 1
4538   FadeIn(REDRAW_FIELD);
4539 #else
4540   if (do_fading)
4541     FadeIn(REDRAW_FIELD);
4542
4543   BackToFront();
4544 #endif
4545
4546   if (!game.restart_level)
4547   {
4548     /* copy default game door content to main double buffer */
4549 #if 1
4550 #if 1
4551     /* !!! CHECK AGAIN !!! */
4552     SetPanelBackground();
4553     // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4554     DrawBackground(DX, DY, DXSIZE, DYSIZE);
4555 #else
4556     struct GraphicInfo *gfx = &graphic_info[IMG_BACKGROUND_PANEL];
4557
4558     /* (ClearRectangle() only needed if panel bitmap is smaller than panel) */
4559     ClearRectangle(drawto, DX, DY, DXSIZE, DYSIZE);
4560     BlitBitmap(gfx->bitmap, drawto, gfx->src_x, gfx->src_y,
4561                MIN(gfx->width, DXSIZE), MIN(gfx->height, DYSIZE), DX, DY);
4562 #endif
4563 #else
4564     BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
4565                DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
4566 #endif
4567   }
4568
4569   SetPanelBackground();
4570   SetDrawBackgroundMask(REDRAW_DOOR_1);
4571
4572 #if 1
4573   UpdateAndDisplayGameControlValues();
4574 #else
4575   UpdateGameDoorValues();
4576   DrawGameDoorValues();
4577 #endif
4578
4579   if (!game.restart_level)
4580   {
4581     UnmapGameButtons();
4582     UnmapTapeButtons();
4583     game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
4584     game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
4585     game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
4586     MapGameButtons();
4587     MapTapeButtons();
4588
4589     /* copy actual game door content to door double buffer for OpenDoor() */
4590     BlitBitmap(drawto, bitmap_db_door,
4591                DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
4592
4593     OpenDoor(DOOR_OPEN_ALL);
4594
4595     PlaySound(SND_GAME_STARTING);
4596
4597     if (setup.sound_music)
4598       PlayLevelMusic();
4599
4600     KeyboardAutoRepeatOffUnlessAutoplay();
4601
4602     if (options.debug)
4603     {
4604       for (i = 0; i < MAX_PLAYERS; i++)
4605         printf("Player %d %sactive.\n",
4606                i + 1, (stored_player[i].active ? "" : "not "));
4607     }
4608   }
4609
4610 #if 1
4611   UnmapAllGadgets();
4612
4613   MapGameButtons();
4614   MapTapeButtons();
4615 #endif
4616
4617   game.restart_level = FALSE;
4618 }
4619
4620 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4621 {
4622   /* this is used for non-R'n'D game engines to update certain engine values */
4623
4624   /* needed to determine if sounds are played within the visible screen area */
4625   scroll_x = actual_scroll_x;
4626   scroll_y = actual_scroll_y;
4627 }
4628
4629 void InitMovDir(int x, int y)
4630 {
4631   int i, element = Feld[x][y];
4632   static int xy[4][2] =
4633   {
4634     {  0, +1 },
4635     { +1,  0 },
4636     {  0, -1 },
4637     { -1,  0 }
4638   };
4639   static int direction[3][4] =
4640   {
4641     { MV_RIGHT, MV_UP,   MV_LEFT,  MV_DOWN },
4642     { MV_LEFT,  MV_DOWN, MV_RIGHT, MV_UP },
4643     { MV_LEFT,  MV_RIGHT, MV_UP, MV_DOWN }
4644   };
4645
4646   switch (element)
4647   {
4648     case EL_BUG_RIGHT:
4649     case EL_BUG_UP:
4650     case EL_BUG_LEFT:
4651     case EL_BUG_DOWN:
4652       Feld[x][y] = EL_BUG;
4653       MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4654       break;
4655
4656     case EL_SPACESHIP_RIGHT:
4657     case EL_SPACESHIP_UP:
4658     case EL_SPACESHIP_LEFT:
4659     case EL_SPACESHIP_DOWN:
4660       Feld[x][y] = EL_SPACESHIP;
4661       MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4662       break;
4663
4664     case EL_BD_BUTTERFLY_RIGHT:
4665     case EL_BD_BUTTERFLY_UP:
4666     case EL_BD_BUTTERFLY_LEFT:
4667     case EL_BD_BUTTERFLY_DOWN:
4668       Feld[x][y] = EL_BD_BUTTERFLY;
4669       MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4670       break;
4671
4672     case EL_BD_FIREFLY_RIGHT:
4673     case EL_BD_FIREFLY_UP:
4674     case EL_BD_FIREFLY_LEFT:
4675     case EL_BD_FIREFLY_DOWN:
4676       Feld[x][y] = EL_BD_FIREFLY;
4677       MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4678       break;
4679
4680     case EL_PACMAN_RIGHT:
4681     case EL_PACMAN_UP:
4682     case EL_PACMAN_LEFT:
4683     case EL_PACMAN_DOWN:
4684       Feld[x][y] = EL_PACMAN;
4685       MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4686       break;
4687
4688     case EL_YAMYAM_LEFT:
4689     case EL_YAMYAM_RIGHT:
4690     case EL_YAMYAM_UP:
4691     case EL_YAMYAM_DOWN:
4692       Feld[x][y] = EL_YAMYAM;
4693       MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4694       break;
4695
4696     case EL_SP_SNIKSNAK:
4697       MovDir[x][y] = MV_UP;
4698       break;
4699
4700     case EL_SP_ELECTRON:
4701       MovDir[x][y] = MV_LEFT;
4702       break;
4703
4704     case EL_MOLE_LEFT:
4705     case EL_MOLE_RIGHT:
4706     case EL_MOLE_UP:
4707     case EL_MOLE_DOWN:
4708       Feld[x][y] = EL_MOLE;
4709       MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4710       break;
4711
4712     default:
4713       if (IS_CUSTOM_ELEMENT(element))
4714       {
4715         struct ElementInfo *ei = &element_info[element];
4716         int move_direction_initial = ei->move_direction_initial;
4717         int move_pattern = ei->move_pattern;
4718
4719         if (move_direction_initial == MV_START_PREVIOUS)
4720         {
4721           if (MovDir[x][y] != MV_NONE)
4722             return;
4723
4724           move_direction_initial = MV_START_AUTOMATIC;
4725         }
4726
4727         if (move_direction_initial == MV_START_RANDOM)
4728           MovDir[x][y] = 1 << RND(4);
4729         else if (move_direction_initial & MV_ANY_DIRECTION)
4730           MovDir[x][y] = move_direction_initial;
4731         else if (move_pattern == MV_ALL_DIRECTIONS ||
4732                  move_pattern == MV_TURNING_LEFT ||
4733                  move_pattern == MV_TURNING_RIGHT ||
4734                  move_pattern == MV_TURNING_LEFT_RIGHT ||
4735                  move_pattern == MV_TURNING_RIGHT_LEFT ||
4736                  move_pattern == MV_TURNING_RANDOM)
4737           MovDir[x][y] = 1 << RND(4);
4738         else if (move_pattern == MV_HORIZONTAL)
4739           MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4740         else if (move_pattern == MV_VERTICAL)
4741           MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4742         else if (move_pattern & MV_ANY_DIRECTION)
4743           MovDir[x][y] = element_info[element].move_pattern;
4744         else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4745                  move_pattern == MV_ALONG_RIGHT_SIDE)
4746         {
4747           /* use random direction as default start direction */
4748           if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4749             MovDir[x][y] = 1 << RND(4);
4750
4751           for (i = 0; i < NUM_DIRECTIONS; i++)
4752           {
4753             int x1 = x + xy[i][0];
4754             int y1 = y + xy[i][1];
4755
4756             if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4757             {
4758               if (move_pattern == MV_ALONG_RIGHT_SIDE)
4759                 MovDir[x][y] = direction[0][i];
4760               else
4761                 MovDir[x][y] = direction[1][i];
4762
4763               break;
4764             }
4765           }
4766         }                
4767       }
4768       else
4769       {
4770         MovDir[x][y] = 1 << RND(4);
4771
4772         if (element != EL_BUG &&
4773             element != EL_SPACESHIP &&
4774             element != EL_BD_BUTTERFLY &&
4775             element != EL_BD_FIREFLY)
4776           break;
4777
4778         for (i = 0; i < NUM_DIRECTIONS; i++)
4779         {
4780           int x1 = x + xy[i][0];
4781           int y1 = y + xy[i][1];
4782
4783           if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4784           {
4785             if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4786             {
4787               MovDir[x][y] = direction[0][i];
4788               break;
4789             }
4790             else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4791                      element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4792             {
4793               MovDir[x][y] = direction[1][i];
4794               break;
4795             }
4796           }
4797         }
4798       }
4799       break;
4800   }
4801
4802   GfxDir[x][y] = MovDir[x][y];
4803 }
4804
4805 void InitAmoebaNr(int x, int y)
4806 {
4807   int i;
4808   int group_nr = AmoebeNachbarNr(x, y);
4809
4810   if (group_nr == 0)
4811   {
4812     for (i = 1; i < MAX_NUM_AMOEBA; i++)
4813     {
4814       if (AmoebaCnt[i] == 0)
4815       {
4816         group_nr = i;
4817         break;
4818       }
4819     }
4820   }
4821
4822   AmoebaNr[x][y] = group_nr;
4823   AmoebaCnt[group_nr]++;
4824   AmoebaCnt2[group_nr]++;
4825 }
4826
4827 static void PlayerWins(struct PlayerInfo *player)
4828 {
4829   player->LevelSolved = TRUE;
4830   player->GameOver = TRUE;
4831
4832   player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4833                          level.native_em_level->lev->score : player->score);
4834
4835   player->LevelSolved_CountingTime = (level.time == 0 ? TimePlayed : TimeLeft);
4836   player->LevelSolved_CountingScore = player->score_final;
4837 }
4838
4839 void GameWon()
4840 {
4841   static int time, time_final;
4842   static int score, score_final;
4843   static int game_over_delay_1 = 0;
4844   static int game_over_delay_2 = 0;
4845   int game_over_delay_value_1 = 50;
4846   int game_over_delay_value_2 = 50;
4847
4848   if (!local_player->LevelSolved_GameWon)
4849   {
4850     int i;
4851
4852     /* do not start end game actions before the player stops moving (to exit) */
4853     if (local_player->MovPos)
4854       return;
4855
4856     local_player->LevelSolved_GameWon = TRUE;
4857     local_player->LevelSolved_SaveTape = tape.recording;
4858     local_player->LevelSolved_SaveScore = !tape.playing;
4859
4860     if (tape.auto_play)         /* tape might already be stopped here */
4861       tape.auto_play_level_solved = TRUE;
4862
4863 #if 1
4864     TapeStop();
4865 #endif
4866
4867     game_over_delay_1 = game_over_delay_value_1;
4868     game_over_delay_2 = game_over_delay_value_2;
4869
4870     time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
4871     score = score_final = local_player->score_final;
4872
4873     if (TimeLeft > 0)
4874     {
4875       time_final = 0;
4876       score_final += TimeLeft * level.score[SC_TIME_BONUS];
4877     }
4878     else if (level.time == 0 && TimePlayed < 999)
4879     {
4880       time_final = 999;
4881       score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4882     }
4883
4884     local_player->score_final = score_final;
4885
4886     if (level_editor_test_game)
4887     {
4888       time = time_final;
4889       score = score_final;
4890
4891 #if 1
4892       local_player->LevelSolved_CountingTime = time;
4893       local_player->LevelSolved_CountingScore = score;
4894
4895       game_panel_controls[GAME_PANEL_TIME].value = time;
4896       game_panel_controls[GAME_PANEL_SCORE].value = score;
4897
4898       DisplayGameControlValues();
4899 #else
4900       DrawGameValue_Time(time);
4901       DrawGameValue_Score(score);
4902 #endif
4903     }
4904
4905     if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4906     {
4907       if (ExitX >= 0 && ExitY >= 0)     /* local player has left the level */
4908       {
4909         /* close exit door after last player */
4910         if ((AllPlayersGone &&
4911              (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4912               Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4913               Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4914             Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4915             Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4916         {
4917           int element = Feld[ExitX][ExitY];
4918
4919 #if 0
4920           if (element == EL_EM_EXIT_OPEN ||
4921               element == EL_EM_STEEL_EXIT_OPEN)
4922           {
4923             Bang(ExitX, ExitY);
4924           }
4925           else
4926 #endif
4927           {
4928             Feld[ExitX][ExitY] =
4929               (element == EL_EXIT_OPEN          ? EL_EXIT_CLOSING :
4930                element == EL_EM_EXIT_OPEN       ? EL_EM_EXIT_CLOSING :
4931                element == EL_SP_EXIT_OPEN       ? EL_SP_EXIT_CLOSING:
4932                element == EL_STEEL_EXIT_OPEN    ? EL_STEEL_EXIT_CLOSING:
4933                EL_EM_STEEL_EXIT_CLOSING);
4934
4935             PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4936           }
4937         }
4938
4939         /* player disappears */
4940         DrawLevelField(ExitX, ExitY);
4941       }
4942
4943       for (i = 0; i < MAX_PLAYERS; i++)
4944       {
4945         struct PlayerInfo *player = &stored_player[i];
4946
4947         if (player->present)
4948         {
4949           RemovePlayer(player);
4950
4951           /* player disappears */
4952           DrawLevelField(player->jx, player->jy);
4953         }
4954       }
4955     }
4956
4957     PlaySound(SND_GAME_WINNING);
4958   }
4959
4960   if (game_over_delay_1 > 0)
4961   {
4962     game_over_delay_1--;
4963
4964     return;
4965   }
4966
4967   if (time != time_final)
4968   {
4969     int time_to_go = ABS(time_final - time);
4970     int time_count_dir = (time < time_final ? +1 : -1);
4971     int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4972
4973     time  += time_count_steps * time_count_dir;
4974     score += time_count_steps * level.score[SC_TIME_BONUS];
4975
4976 #if 1
4977     local_player->LevelSolved_CountingTime = time;
4978     local_player->LevelSolved_CountingScore = score;
4979
4980     game_panel_controls[GAME_PANEL_TIME].value = time;
4981     game_panel_controls[GAME_PANEL_SCORE].value = score;
4982
4983     DisplayGameControlValues();
4984 #else
4985     DrawGameValue_Time(time);
4986     DrawGameValue_Score(score);
4987 #endif
4988
4989     if (time == time_final)
4990       StopSound(SND_GAME_LEVELTIME_BONUS);
4991     else if (setup.sound_loops)
4992       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4993     else
4994       PlaySound(SND_GAME_LEVELTIME_BONUS);
4995
4996     return;
4997   }
4998
4999   local_player->LevelSolved_PanelOff = TRUE;
5000
5001   if (game_over_delay_2 > 0)
5002   {
5003     game_over_delay_2--;
5004
5005     return;
5006   }
5007
5008 #if 1
5009   GameEnd();
5010 #endif
5011 }
5012
5013 void GameEnd()
5014 {
5015   int hi_pos;
5016   boolean raise_level = FALSE;
5017
5018   local_player->LevelSolved_GameEnd = TRUE;
5019
5020   CloseDoor(DOOR_CLOSE_1);
5021
5022   if (local_player->LevelSolved_SaveTape)
5023   {
5024 #if 0
5025     TapeStop();
5026 #endif
5027
5028 #if 1
5029     SaveTapeChecked(tape.level_nr);     /* ask to save tape */
5030 #else
5031     SaveTape(tape.level_nr);            /* ask to save tape */
5032 #endif
5033   }
5034
5035   if (level_editor_test_game)
5036   {
5037     game_status = GAME_MODE_MAIN;
5038
5039 #if 1
5040     DrawAndFadeInMainMenu(REDRAW_FIELD);
5041 #else
5042     DrawMainMenu();
5043 #endif
5044
5045     return;
5046   }
5047
5048   if (!local_player->LevelSolved_SaveScore)
5049   {
5050 #if 1
5051     FadeOut(REDRAW_FIELD);
5052 #endif
5053
5054     game_status = GAME_MODE_MAIN;
5055
5056     DrawAndFadeInMainMenu(REDRAW_FIELD);
5057
5058     return;
5059   }
5060
5061   if (level_nr == leveldir_current->handicap_level)
5062   {
5063     leveldir_current->handicap_level++;
5064     SaveLevelSetup_SeriesInfo();
5065   }
5066
5067   if (level_nr < leveldir_current->last_level)
5068     raise_level = TRUE;                 /* advance to next level */
5069
5070   if ((hi_pos = NewHiScore()) >= 0) 
5071   {
5072     game_status = GAME_MODE_SCORES;
5073
5074     DrawHallOfFame(hi_pos);
5075
5076     if (raise_level)
5077     {
5078       level_nr++;
5079       TapeErase();
5080     }
5081   }
5082   else
5083   {
5084 #if 1
5085     FadeOut(REDRAW_FIELD);
5086 #endif
5087
5088     game_status = GAME_MODE_MAIN;
5089
5090     if (raise_level)
5091     {
5092       level_nr++;
5093       TapeErase();
5094     }
5095
5096     DrawAndFadeInMainMenu(REDRAW_FIELD);
5097   }
5098 }
5099
5100 int NewHiScore()
5101 {
5102   int k, l;
5103   int position = -1;
5104
5105   LoadScore(level_nr);
5106
5107   if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
5108       local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score) 
5109     return -1;
5110
5111   for (k = 0; k < MAX_SCORE_ENTRIES; k++) 
5112   {
5113     if (local_player->score_final > highscore[k].Score)
5114     {
5115       /* player has made it to the hall of fame */
5116
5117       if (k < MAX_SCORE_ENTRIES - 1)
5118       {
5119         int m = MAX_SCORE_ENTRIES - 1;
5120
5121 #ifdef ONE_PER_NAME
5122         for (l = k; l < MAX_SCORE_ENTRIES; l++)
5123           if (strEqual(setup.player_name, highscore[l].Name))
5124             m = l;
5125         if (m == k)     /* player's new highscore overwrites his old one */
5126           goto put_into_list;
5127 #endif
5128
5129         for (l = m; l > k; l--)
5130         {
5131           strcpy(highscore[l].Name, highscore[l - 1].Name);
5132           highscore[l].Score = highscore[l - 1].Score;
5133         }
5134       }
5135
5136 #ifdef ONE_PER_NAME
5137       put_into_list:
5138 #endif
5139       strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
5140       highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
5141       highscore[k].Score = local_player->score_final; 
5142       position = k;
5143       break;
5144     }
5145
5146 #ifdef ONE_PER_NAME
5147     else if (!strncmp(setup.player_name, highscore[k].Name,
5148                       MAX_PLAYER_NAME_LEN))
5149       break;    /* player already there with a higher score */
5150 #endif
5151
5152   }
5153
5154   if (position >= 0) 
5155     SaveScore(level_nr);
5156
5157   return position;
5158 }
5159
5160 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
5161 {
5162   int element = Feld[x][y];
5163   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5164   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
5165   int horiz_move = (dx != 0);
5166   int sign = (horiz_move ? dx : dy);
5167   int step = sign * element_info[element].move_stepsize;
5168
5169   /* special values for move stepsize for spring and things on conveyor belt */
5170   if (horiz_move)
5171   {
5172     if (CAN_FALL(element) &&
5173         y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
5174       step = sign * MOVE_STEPSIZE_NORMAL / 2;
5175     else if (element == EL_SPRING)
5176       step = sign * MOVE_STEPSIZE_NORMAL * 2;
5177   }
5178
5179   return step;
5180 }
5181
5182 inline static int getElementMoveStepsize(int x, int y)
5183 {
5184   return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5185 }
5186
5187 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5188 {
5189   if (player->GfxAction != action || player->GfxDir != dir)
5190   {
5191 #if 0
5192     printf("Player frame reset! (%d => %d, %d => %d)\n",
5193            player->GfxAction, action, player->GfxDir, dir);
5194 #endif
5195
5196     player->GfxAction = action;
5197     player->GfxDir = dir;
5198     player->Frame = 0;
5199     player->StepFrame = 0;
5200   }
5201 }
5202
5203 #if USE_GFX_RESET_GFX_ANIMATION
5204 static void ResetGfxFrame(int x, int y, boolean redraw)
5205 {
5206   int element = Feld[x][y];
5207   int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5208   int last_gfx_frame = GfxFrame[x][y];
5209
5210   if (graphic_info[graphic].anim_global_sync)
5211     GfxFrame[x][y] = FrameCounter;
5212   else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5213     GfxFrame[x][y] = CustomValue[x][y];
5214   else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5215     GfxFrame[x][y] = element_info[element].collect_score;
5216   else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5217     GfxFrame[x][y] = ChangeDelay[x][y];
5218
5219   if (redraw && GfxFrame[x][y] != last_gfx_frame)
5220     DrawLevelGraphicAnimation(x, y, graphic);
5221 }
5222 #endif
5223
5224 static void ResetGfxAnimation(int x, int y)
5225 {
5226   GfxAction[x][y] = ACTION_DEFAULT;
5227   GfxDir[x][y] = MovDir[x][y];
5228   GfxFrame[x][y] = 0;
5229
5230 #if USE_GFX_RESET_GFX_ANIMATION
5231   ResetGfxFrame(x, y, FALSE);
5232 #endif
5233 }
5234
5235 static void ResetRandomAnimationValue(int x, int y)
5236 {
5237   GfxRandom[x][y] = INIT_GFX_RANDOM();
5238 }
5239
5240 void InitMovingField(int x, int y, int direction)
5241 {
5242   int element = Feld[x][y];
5243   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5244   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
5245   int newx = x + dx;
5246   int newy = y + dy;
5247   boolean is_moving_before, is_moving_after;
5248 #if 0
5249   boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
5250 #endif
5251
5252   /* check if element was/is moving or being moved before/after mode change */
5253 #if 1
5254 #if 1
5255   is_moving_before = (WasJustMoving[x][y] != 0);
5256 #else
5257   /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
5258   is_moving_before = WasJustMoving[x][y];
5259 #endif
5260 #else
5261   is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
5262 #endif
5263   is_moving_after  = (getElementMoveStepsizeExt(x, y, direction)    != 0);
5264
5265   /* reset animation only for moving elements which change direction of moving
5266      or which just started or stopped moving
5267      (else CEs with property "can move" / "not moving" are reset each frame) */
5268 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5269 #if 1
5270   if (is_moving_before != is_moving_after ||
5271       direction != MovDir[x][y])
5272     ResetGfxAnimation(x, y);
5273 #else
5274   if ((is_moving_before || is_moving_after) && !continues_moving)
5275     ResetGfxAnimation(x, y);
5276 #endif
5277 #else
5278   if (!continues_moving)
5279     ResetGfxAnimation(x, y);
5280 #endif
5281
5282   MovDir[x][y] = direction;
5283   GfxDir[x][y] = direction;
5284
5285 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5286   GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5287                      direction == MV_DOWN && CAN_FALL(element) ?
5288                      ACTION_FALLING : ACTION_MOVING);
5289 #else
5290   GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
5291                      ACTION_FALLING : ACTION_MOVING);
5292 #endif
5293
5294   /* this is needed for CEs with property "can move" / "not moving" */
5295
5296   if (is_moving_after)
5297   {
5298     if (Feld[newx][newy] == EL_EMPTY)
5299       Feld[newx][newy] = EL_BLOCKED;
5300
5301     MovDir[newx][newy] = MovDir[x][y];
5302
5303 #if USE_NEW_CUSTOM_VALUE
5304     CustomValue[newx][newy] = CustomValue[x][y];
5305 #endif
5306
5307     GfxFrame[newx][newy] = GfxFrame[x][y];
5308     GfxRandom[newx][newy] = GfxRandom[x][y];
5309     GfxAction[newx][newy] = GfxAction[x][y];
5310     GfxDir[newx][newy] = GfxDir[x][y];
5311   }
5312 }
5313
5314 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5315 {
5316   int direction = MovDir[x][y];
5317   int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5318   int newy = y + (direction & MV_UP   ? -1 : direction & MV_DOWN  ? +1 : 0);
5319
5320   *goes_to_x = newx;
5321   *goes_to_y = newy;
5322 }
5323
5324 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5325 {
5326   int oldx = x, oldy = y;
5327   int direction = MovDir[x][y];
5328
5329   if (direction == MV_LEFT)
5330     oldx++;
5331   else if (direction == MV_RIGHT)
5332     oldx--;
5333   else if (direction == MV_UP)
5334     oldy++;
5335   else if (direction == MV_DOWN)
5336     oldy--;
5337
5338   *comes_from_x = oldx;
5339   *comes_from_y = oldy;
5340 }
5341
5342 int MovingOrBlocked2Element(int x, int y)
5343 {
5344   int element = Feld[x][y];
5345
5346   if (element == EL_BLOCKED)
5347   {
5348     int oldx, oldy;
5349
5350     Blocked2Moving(x, y, &oldx, &oldy);
5351     return Feld[oldx][oldy];
5352   }
5353   else
5354     return element;
5355 }
5356
5357 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5358 {
5359   /* like MovingOrBlocked2Element(), but if element is moving
5360      and (x,y) is the field the moving element is just leaving,
5361      return EL_BLOCKED instead of the element value */
5362   int element = Feld[x][y];
5363
5364   if (IS_MOVING(x, y))
5365   {
5366     if (element == EL_BLOCKED)
5367     {
5368       int oldx, oldy;
5369
5370       Blocked2Moving(x, y, &oldx, &oldy);
5371       return Feld[oldx][oldy];
5372     }
5373     else
5374       return EL_BLOCKED;
5375   }
5376   else
5377     return element;
5378 }
5379
5380 static void RemoveField(int x, int y)
5381 {
5382   Feld[x][y] = EL_EMPTY;
5383
5384   MovPos[x][y] = 0;
5385   MovDir[x][y] = 0;
5386   MovDelay[x][y] = 0;
5387
5388 #if USE_NEW_CUSTOM_VALUE
5389   CustomValue[x][y] = 0;
5390 #endif
5391
5392   AmoebaNr[x][y] = 0;
5393   ChangeDelay[x][y] = 0;
5394   ChangePage[x][y] = -1;
5395   Pushed[x][y] = FALSE;
5396
5397 #if 0
5398   ExplodeField[x][y] = EX_TYPE_NONE;
5399 #endif
5400
5401   GfxElement[x][y] = EL_UNDEFINED;
5402   GfxAction[x][y] = ACTION_DEFAULT;
5403   GfxDir[x][y] = MV_NONE;
5404 #if 0
5405   /* !!! this would prevent the removed tile from being redrawn !!! */
5406   GfxRedraw[x][y] = GFX_REDRAW_NONE;
5407 #endif
5408 }
5409
5410 void RemoveMovingField(int x, int y)
5411 {
5412   int oldx = x, oldy = y, newx = x, newy = y;
5413   int element = Feld[x][y];
5414   int next_element = EL_UNDEFINED;
5415
5416   if (element != EL_BLOCKED && !IS_MOVING(x, y))
5417     return;
5418
5419   if (IS_MOVING(x, y))
5420   {
5421     Moving2Blocked(x, y, &newx, &newy);
5422
5423     if (Feld[newx][newy] != EL_BLOCKED)
5424     {
5425       /* element is moving, but target field is not free (blocked), but
5426          already occupied by something different (example: acid pool);
5427          in this case, only remove the moving field, but not the target */
5428
5429       RemoveField(oldx, oldy);
5430
5431       Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5432
5433       TEST_DrawLevelField(oldx, oldy);
5434
5435       return;
5436     }
5437   }
5438   else if (element == EL_BLOCKED)
5439   {
5440     Blocked2Moving(x, y, &oldx, &oldy);
5441     if (!IS_MOVING(oldx, oldy))
5442       return;
5443   }
5444
5445   if (element == EL_BLOCKED &&
5446       (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5447        Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5448        Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5449        Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5450        Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5451        Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5452     next_element = get_next_element(Feld[oldx][oldy]);
5453
5454   RemoveField(oldx, oldy);
5455   RemoveField(newx, newy);
5456
5457   Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5458
5459   if (next_element != EL_UNDEFINED)
5460     Feld[oldx][oldy] = next_element;
5461
5462   TEST_DrawLevelField(oldx, oldy);
5463   TEST_DrawLevelField(newx, newy);
5464 }
5465
5466 void DrawDynamite(int x, int y)
5467 {
5468   int sx = SCREENX(x), sy = SCREENY(y);
5469   int graphic = el2img(Feld[x][y]);
5470   int frame;
5471
5472   if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5473     return;
5474
5475   if (IS_WALKABLE_INSIDE(Back[x][y]))
5476     return;
5477
5478   if (Back[x][y])
5479     DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5480   else if (Store[x][y])
5481     DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5482
5483   frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5484
5485   if (Back[x][y] || Store[x][y])
5486     DrawGraphicThruMask(sx, sy, graphic, frame);
5487   else
5488     DrawGraphic(sx, sy, graphic, frame);
5489 }
5490
5491 void CheckDynamite(int x, int y)
5492 {
5493   if (MovDelay[x][y] != 0)      /* dynamite is still waiting to explode */
5494   {
5495     MovDelay[x][y]--;
5496
5497     if (MovDelay[x][y] != 0)
5498     {
5499       DrawDynamite(x, y);
5500       PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5501
5502       return;
5503     }
5504   }
5505
5506   StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5507
5508   Bang(x, y);
5509 }
5510
5511 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5512 {
5513   boolean num_checked_players = 0;
5514   int i;
5515
5516   for (i = 0; i < MAX_PLAYERS; i++)
5517   {
5518     if (stored_player[i].active)
5519     {
5520       int sx = stored_player[i].jx;
5521       int sy = stored_player[i].jy;
5522
5523       if (num_checked_players == 0)
5524       {
5525         *sx1 = *sx2 = sx;
5526         *sy1 = *sy2 = sy;
5527       }
5528       else
5529       {
5530         *sx1 = MIN(*sx1, sx);
5531         *sy1 = MIN(*sy1, sy);
5532         *sx2 = MAX(*sx2, sx);
5533         *sy2 = MAX(*sy2, sy);
5534       }
5535
5536       num_checked_players++;
5537     }
5538   }
5539 }
5540
5541 static boolean checkIfAllPlayersFitToScreen_RND()
5542 {
5543   int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5544
5545   setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5546
5547   return (sx2 - sx1 < SCR_FIELDX &&
5548           sy2 - sy1 < SCR_FIELDY);
5549 }
5550
5551 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5552 {
5553   int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5554
5555   setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5556
5557   *sx = (sx1 + sx2) / 2;
5558   *sy = (sy1 + sy2) / 2;
5559 }
5560
5561 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5562                         boolean center_screen, boolean quick_relocation)
5563 {
5564   boolean ffwd_delay = (tape.playing && tape.fast_forward);
5565   boolean no_delay = (tape.warp_forward);
5566   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5567   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5568
5569   if (quick_relocation)
5570   {
5571     if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
5572     {
5573       if (!level.shifted_relocation || center_screen)
5574       {
5575         /* quick relocation (without scrolling), with centering of screen */
5576
5577         scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
5578                     x > SBX_Right + MIDPOSX ? SBX_Right :
5579                     x - MIDPOSX);
5580
5581         scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5582                     y > SBY_Lower + MIDPOSY ? SBY_Lower :
5583                     y - MIDPOSY);
5584       }
5585       else
5586       {
5587         /* quick relocation (without scrolling), but do not center screen */
5588
5589         int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
5590                                old_x > SBX_Right + MIDPOSX ? SBX_Right :
5591                                old_x - MIDPOSX);
5592
5593         int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5594                                old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5595                                old_y - MIDPOSY);
5596
5597         int offset_x = x + (scroll_x - center_scroll_x);
5598         int offset_y = y + (scroll_y - center_scroll_y);
5599
5600         scroll_x = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
5601                     offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5602                     offset_x - MIDPOSX);
5603
5604         scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5605                     offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5606                     offset_y - MIDPOSY);
5607       }
5608     }
5609     else
5610     {
5611 #if 1
5612       if (!level.shifted_relocation || center_screen)
5613       {
5614         /* quick relocation (without scrolling), with centering of screen */
5615
5616         scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
5617                     x > SBX_Right + MIDPOSX ? SBX_Right :
5618                     x - MIDPOSX);
5619
5620         scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5621                     y > SBY_Lower + MIDPOSY ? SBY_Lower :
5622                     y - MIDPOSY);
5623       }
5624       else
5625       {
5626         /* quick relocation (without scrolling), but do not center screen */
5627
5628         int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
5629                                old_x > SBX_Right + MIDPOSX ? SBX_Right :
5630                                old_x - MIDPOSX);
5631
5632         int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5633                                old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5634                                old_y - MIDPOSY);
5635
5636         int offset_x = x + (scroll_x - center_scroll_x);
5637         int offset_y = y + (scroll_y - center_scroll_y);
5638
5639         scroll_x = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
5640                     offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5641                     offset_x - MIDPOSX);
5642
5643         scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5644                     offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5645                     offset_y - MIDPOSY);
5646       }
5647 #else
5648       /* quick relocation (without scrolling), inside visible screen area */
5649
5650       int offset = game.scroll_delay_value;
5651
5652       if ((move_dir == MV_LEFT  && scroll_x > x - MIDPOSX + offset) ||
5653           (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
5654         scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
5655
5656       if ((move_dir == MV_UP   && scroll_y > y - MIDPOSY + offset) ||
5657           (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
5658         scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
5659
5660       /* don't scroll over playfield boundaries */
5661       if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5662         scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5663
5664       /* don't scroll over playfield boundaries */
5665       if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5666         scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5667 #endif
5668     }
5669
5670     RedrawPlayfield(TRUE, 0,0,0,0);
5671   }
5672   else
5673   {
5674 #if 1
5675     int scroll_xx, scroll_yy;
5676
5677     if (!level.shifted_relocation || center_screen)
5678     {
5679       /* visible relocation (with scrolling), with centering of screen */
5680
5681       scroll_xx = (x < SBX_Left  + MIDPOSX ? SBX_Left :
5682                    x > SBX_Right + MIDPOSX ? SBX_Right :
5683                    x - MIDPOSX);
5684
5685       scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5686                    y > SBY_Lower + MIDPOSY ? SBY_Lower :
5687                    y - MIDPOSY);
5688     }
5689     else
5690     {
5691       /* visible relocation (with scrolling), but do not center screen */
5692
5693       int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
5694                              old_x > SBX_Right + MIDPOSX ? SBX_Right :
5695                              old_x - MIDPOSX);
5696
5697       int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5698                              old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5699                              old_y - MIDPOSY);
5700
5701       int offset_x = x + (scroll_x - center_scroll_x);
5702       int offset_y = y + (scroll_y - center_scroll_y);
5703
5704       scroll_xx = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
5705                    offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5706                    offset_x - MIDPOSX);
5707
5708       scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5709                    offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5710                    offset_y - MIDPOSY);
5711     }
5712
5713 #else
5714
5715     /* visible relocation (with scrolling), with centering of screen */
5716
5717     int scroll_xx = (x < SBX_Left  + MIDPOSX ? SBX_Left :
5718                      x > SBX_Right + MIDPOSX ? SBX_Right :
5719                      x - MIDPOSX);
5720
5721     int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5722                      y > SBY_Lower + MIDPOSY ? SBY_Lower :
5723                      y - MIDPOSY);
5724 #endif
5725
5726     ScrollScreen(NULL, SCROLL_GO_ON);   /* scroll last frame to full tile */
5727
5728     while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5729     {
5730       int dx = 0, dy = 0;
5731       int fx = FX, fy = FY;
5732
5733       dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5734       dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5735
5736       if (dx == 0 && dy == 0)           /* no scrolling needed at all */
5737         break;
5738
5739       scroll_x -= dx;
5740       scroll_y -= dy;
5741
5742       fx += dx * TILEX / 2;
5743       fy += dy * TILEY / 2;
5744
5745       ScrollLevel(dx, dy);
5746       DrawAllPlayers();
5747
5748       /* scroll in two steps of half tile size to make things smoother */
5749       BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5750       FlushDisplay();
5751       Delay(wait_delay_value);
5752
5753       /* scroll second step to align at full tile size */
5754       BackToFront();
5755       Delay(wait_delay_value);
5756     }
5757
5758     DrawAllPlayers();
5759     BackToFront();
5760     Delay(wait_delay_value);
5761   }
5762 }
5763
5764 void RelocatePlayer(int jx, int jy, int el_player_raw)
5765 {
5766   int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5767   int player_nr = GET_PLAYER_NR(el_player);
5768   struct PlayerInfo *player = &stored_player[player_nr];
5769   boolean ffwd_delay = (tape.playing && tape.fast_forward);
5770   boolean no_delay = (tape.warp_forward);
5771   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5772   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5773   int old_jx = player->jx;
5774   int old_jy = player->jy;
5775   int old_element = Feld[old_jx][old_jy];
5776   int element = Feld[jx][jy];
5777   boolean player_relocated = (old_jx != jx || old_jy != jy);
5778
5779   int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5780   int move_dir_vert  = (jy < old_jy ? MV_UP   : jy > old_jy ? MV_DOWN  : 0);
5781   int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5782   int enter_side_vert  = MV_DIR_OPPOSITE(move_dir_vert);
5783   int leave_side_horiz = move_dir_horiz;
5784   int leave_side_vert  = move_dir_vert;
5785   int enter_side = enter_side_horiz | enter_side_vert;
5786   int leave_side = leave_side_horiz | leave_side_vert;
5787
5788   if (player->GameOver)         /* do not reanimate dead player */
5789     return;
5790
5791   if (!player_relocated)        /* no need to relocate the player */
5792     return;
5793
5794   if (IS_PLAYER(jx, jy))        /* player already placed at new position */
5795   {
5796     RemoveField(jx, jy);        /* temporarily remove newly placed player */
5797     DrawLevelField(jx, jy);
5798   }
5799
5800   if (player->present)
5801   {
5802     while (player->MovPos)
5803     {
5804       ScrollPlayer(player, SCROLL_GO_ON);
5805       ScrollScreen(NULL, SCROLL_GO_ON);
5806
5807       AdvanceFrameAndPlayerCounters(player->index_nr);
5808
5809       DrawPlayer(player);
5810
5811       BackToFront();
5812       Delay(wait_delay_value);
5813     }
5814
5815     DrawPlayer(player);         /* needed here only to cleanup last field */
5816     DrawLevelField(player->jx, player->jy);     /* remove player graphic */
5817
5818     player->is_moving = FALSE;
5819   }
5820
5821   if (IS_CUSTOM_ELEMENT(old_element))
5822     CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5823                                CE_LEFT_BY_PLAYER,
5824                                player->index_bit, leave_side);
5825
5826   CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5827                                       CE_PLAYER_LEAVES_X,
5828                                       player->index_bit, leave_side);
5829
5830   Feld[jx][jy] = el_player;
5831   InitPlayerField(jx, jy, el_player, TRUE);
5832
5833   /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5834      possible that the relocation target field did not contain a player element,
5835      but a walkable element, to which the new player was relocated -- in this
5836      case, restore that (already initialized!) element on the player field */
5837   if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5838   {
5839     Feld[jx][jy] = element;     /* restore previously existing element */
5840 #if 0
5841     /* !!! do not initialize already initialized element a second time !!! */
5842     /* (this causes at least problems with "element creation" CE trigger for
5843        already existing elements, and existing Sokoban fields counted twice) */
5844     InitField(jx, jy, FALSE);
5845 #endif
5846   }
5847
5848   /* only visually relocate centered player */
5849   DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5850                      FALSE, level.instant_relocation);
5851
5852   TestIfPlayerTouchesBadThing(jx, jy);
5853   TestIfPlayerTouchesCustomElement(jx, jy);
5854
5855   if (IS_CUSTOM_ELEMENT(element))
5856     CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5857                                player->index_bit, enter_side);
5858
5859   CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5860                                       player->index_bit, enter_side);
5861
5862 #if 1
5863   if (player->is_switching)
5864   {
5865     /* ensure that relocation while still switching an element does not cause
5866        a new element to be treated as also switched directly after relocation
5867        (this is important for teleporter switches that teleport the player to
5868        a place where another teleporter switch is in the same direction, which
5869        would then incorrectly be treated as immediately switched before the
5870        direction key that caused the switch was released) */
5871
5872     player->switch_x += jx - old_jx;
5873     player->switch_y += jy - old_jy;
5874   }
5875 #endif
5876 }
5877
5878 void Explode(int ex, int ey, int phase, int mode)
5879 {
5880   int x, y;
5881   int last_phase;
5882   int border_element;
5883
5884   /* !!! eliminate this variable !!! */
5885   int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5886
5887   if (game.explosions_delayed)
5888   {
5889     ExplodeField[ex][ey] = mode;
5890     return;
5891   }
5892
5893   if (phase == EX_PHASE_START)          /* initialize 'Store[][]' field */
5894   {
5895     int center_element = Feld[ex][ey];
5896     int artwork_element, explosion_element;     /* set these values later */
5897
5898 #if 0
5899     /* --- This is only really needed (and now handled) in "Impact()". --- */
5900     /* do not explode moving elements that left the explode field in time */
5901     if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
5902         center_element == EL_EMPTY &&
5903         (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
5904       return;
5905 #endif
5906
5907 #if 0
5908     /* !!! at this place, the center element may be EL_BLOCKED !!! */
5909     if (mode == EX_TYPE_NORMAL ||
5910         mode == EX_TYPE_CENTER ||
5911         mode == EX_TYPE_CROSS)
5912       PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5913 #endif
5914
5915     /* remove things displayed in background while burning dynamite */
5916     if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5917       Back[ex][ey] = 0;
5918
5919     if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5920     {
5921       /* put moving element to center field (and let it explode there) */
5922       center_element = MovingOrBlocked2Element(ex, ey);
5923       RemoveMovingField(ex, ey);
5924       Feld[ex][ey] = center_element;
5925     }
5926
5927     /* now "center_element" is finally determined -- set related values now */
5928     artwork_element = center_element;           /* for custom player artwork */
5929     explosion_element = center_element;         /* for custom player artwork */
5930
5931     if (IS_PLAYER(ex, ey))
5932     {
5933       int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5934
5935       artwork_element = stored_player[player_nr].artwork_element;
5936
5937       if (level.use_explosion_element[player_nr])
5938       {
5939         explosion_element = level.explosion_element[player_nr];
5940         artwork_element = explosion_element;
5941       }
5942     }
5943
5944 #if 1
5945     if (mode == EX_TYPE_NORMAL ||
5946         mode == EX_TYPE_CENTER ||
5947         mode == EX_TYPE_CROSS)
5948       PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5949 #endif
5950
5951     last_phase = element_info[explosion_element].explosion_delay + 1;
5952
5953     for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5954     {
5955       int xx = x - ex + 1;
5956       int yy = y - ey + 1;
5957       int element;
5958
5959       if (!IN_LEV_FIELD(x, y) ||
5960           (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5961           (mode == EX_TYPE_CROSS      && (x != ex && y != ey)))
5962         continue;
5963
5964       element = Feld[x][y];
5965
5966       if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5967       {
5968         element = MovingOrBlocked2Element(x, y);
5969
5970         if (!IS_EXPLOSION_PROOF(element))
5971           RemoveMovingField(x, y);
5972       }
5973
5974       /* indestructible elements can only explode in center (but not flames) */
5975       if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5976                                            mode == EX_TYPE_BORDER)) ||
5977           element == EL_FLAMES)
5978         continue;
5979
5980       /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5981          behaviour, for example when touching a yamyam that explodes to rocks
5982          with active deadly shield, a rock is created under the player !!! */
5983       /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5984 #if 0
5985       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5986           (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5987            (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5988 #else
5989       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5990 #endif
5991       {
5992         if (IS_ACTIVE_BOMB(element))
5993         {
5994           /* re-activate things under the bomb like gate or penguin */
5995           Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5996           Back[x][y] = 0;
5997         }
5998
5999         continue;
6000       }
6001
6002       /* save walkable background elements while explosion on same tile */
6003       if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
6004           (x != ex || y != ey || mode == EX_TYPE_BORDER))
6005         Back[x][y] = element;
6006
6007       /* ignite explodable elements reached by other explosion */
6008       if (element == EL_EXPLOSION)
6009         element = Store2[x][y];
6010
6011       if (AmoebaNr[x][y] &&
6012           (element == EL_AMOEBA_FULL ||
6013            element == EL_BD_AMOEBA ||
6014            element == EL_AMOEBA_GROWING))
6015       {
6016         AmoebaCnt[AmoebaNr[x][y]]--;
6017         AmoebaCnt2[AmoebaNr[x][y]]--;
6018       }
6019
6020       RemoveField(x, y);
6021
6022       if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
6023       {
6024         int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
6025
6026         Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
6027
6028         if (PLAYERINFO(ex, ey)->use_murphy)
6029           Store[x][y] = EL_EMPTY;
6030       }
6031
6032       /* !!! check this case -- currently needed for rnd_rado_negundo_v,
6033          !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
6034       else if (ELEM_IS_PLAYER(center_element))
6035         Store[x][y] = EL_EMPTY;
6036       else if (center_element == EL_YAMYAM)
6037         Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
6038       else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
6039         Store[x][y] = element_info[center_element].content.e[xx][yy];
6040 #if 1
6041       /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
6042          (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
6043          otherwise) -- FIX THIS !!! */
6044       else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
6045         Store[x][y] = element_info[element].content.e[1][1];
6046 #else
6047       else if (!CAN_EXPLODE(element))
6048         Store[x][y] = element_info[element].content.e[1][1];
6049 #endif
6050       else
6051         Store[x][y] = EL_EMPTY;
6052
6053       if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
6054           center_element == EL_AMOEBA_TO_DIAMOND)
6055         Store2[x][y] = element;
6056
6057       Feld[x][y] = EL_EXPLOSION;
6058       GfxElement[x][y] = artwork_element;
6059
6060       ExplodePhase[x][y] = 1;
6061       ExplodeDelay[x][y] = last_phase;
6062
6063       Stop[x][y] = TRUE;
6064     }
6065
6066     if (center_element == EL_YAMYAM)
6067       game.yamyam_content_nr =
6068         (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6069
6070     return;
6071   }
6072
6073   if (Stop[ex][ey])
6074     return;
6075
6076   x = ex;
6077   y = ey;
6078
6079   if (phase == 1)
6080     GfxFrame[x][y] = 0;         /* restart explosion animation */
6081
6082   last_phase = ExplodeDelay[x][y];
6083
6084   ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6085
6086 #ifdef DEBUG
6087
6088   /* activate this even in non-DEBUG version until cause for crash in
6089      getGraphicAnimationFrame() (see below) is found and eliminated */
6090
6091 #endif
6092 #if 1
6093
6094 #if 1
6095   /* this can happen if the player leaves an explosion just in time */
6096   if (GfxElement[x][y] == EL_UNDEFINED)
6097     GfxElement[x][y] = EL_EMPTY;
6098 #else
6099   if (GfxElement[x][y] == EL_UNDEFINED)
6100   {
6101     printf("\n\n");
6102     printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
6103     printf("Explode(): This should never happen!\n");
6104     printf("\n\n");
6105
6106     GfxElement[x][y] = EL_EMPTY;
6107   }
6108 #endif
6109
6110 #endif
6111
6112   border_element = Store2[x][y];
6113   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6114     border_element = StorePlayer[x][y];
6115
6116   if (phase == element_info[border_element].ignition_delay ||
6117       phase == last_phase)
6118   {
6119     boolean border_explosion = FALSE;
6120
6121     if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6122         !PLAYER_EXPLOSION_PROTECTED(x, y))
6123     {
6124       KillPlayerUnlessExplosionProtected(x, y);
6125       border_explosion = TRUE;
6126     }
6127     else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6128     {
6129       Feld[x][y] = Store2[x][y];
6130       Store2[x][y] = 0;
6131       Bang(x, y);
6132       border_explosion = TRUE;
6133     }
6134     else if (border_element == EL_AMOEBA_TO_DIAMOND)
6135     {
6136       AmoebeUmwandeln(x, y);
6137       Store2[x][y] = 0;
6138       border_explosion = TRUE;
6139     }
6140
6141     /* if an element just explodes due to another explosion (chain-reaction),
6142        do not immediately end the new explosion when it was the last frame of
6143        the explosion (as it would be done in the following "if"-statement!) */
6144     if (border_explosion && phase == last_phase)
6145       return;
6146   }
6147
6148   if (phase == last_phase)
6149   {
6150     int element;
6151
6152     element = Feld[x][y] = Store[x][y];
6153     Store[x][y] = Store2[x][y] = 0;
6154     GfxElement[x][y] = EL_UNDEFINED;
6155
6156     /* player can escape from explosions and might therefore be still alive */
6157     if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6158         element <= EL_PLAYER_IS_EXPLODING_4)
6159     {
6160       int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6161       int explosion_element = EL_PLAYER_1 + player_nr;
6162       int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6163       int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6164
6165       if (level.use_explosion_element[player_nr])
6166         explosion_element = level.explosion_element[player_nr];
6167
6168       Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6169                     element_info[explosion_element].content.e[xx][yy]);
6170     }
6171
6172     /* restore probably existing indestructible background element */
6173     if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6174       element = Feld[x][y] = Back[x][y];
6175     Back[x][y] = 0;
6176
6177     MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6178     GfxDir[x][y] = MV_NONE;
6179     ChangeDelay[x][y] = 0;
6180     ChangePage[x][y] = -1;
6181
6182 #if USE_NEW_CUSTOM_VALUE
6183     CustomValue[x][y] = 0;
6184 #endif
6185
6186     InitField_WithBug2(x, y, FALSE);
6187
6188     TEST_DrawLevelField(x, y);
6189
6190     TestIfElementTouchesCustomElement(x, y);
6191
6192     if (GFX_CRUMBLED(element))
6193       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6194
6195     if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6196       StorePlayer[x][y] = 0;
6197
6198     if (ELEM_IS_PLAYER(element))
6199       RelocatePlayer(x, y, element);
6200   }
6201   else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6202   {
6203     int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6204     int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
6205
6206     if (phase == delay)
6207       TEST_DrawLevelFieldCrumbled(x, y);
6208
6209     if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6210     {
6211       DrawLevelElement(x, y, Back[x][y]);
6212       DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6213     }
6214     else if (IS_WALKABLE_UNDER(Back[x][y]))
6215     {
6216       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6217       DrawLevelElementThruMask(x, y, Back[x][y]);
6218     }
6219     else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6220       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6221   }
6222 }
6223
6224 void DynaExplode(int ex, int ey)
6225 {
6226   int i, j;
6227   int dynabomb_element = Feld[ex][ey];
6228   int dynabomb_size = 1;
6229   boolean dynabomb_xl = FALSE;
6230   struct PlayerInfo *player;
6231   static int xy[4][2] =
6232   {
6233     { 0, -1 },
6234     { -1, 0 },
6235     { +1, 0 },
6236     { 0, +1 }
6237   };
6238
6239   if (IS_ACTIVE_BOMB(dynabomb_element))
6240   {
6241     player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6242     dynabomb_size = player->dynabomb_size;
6243     dynabomb_xl = player->dynabomb_xl;
6244     player->dynabombs_left++;
6245   }
6246
6247   Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6248
6249   for (i = 0; i < NUM_DIRECTIONS; i++)
6250   {
6251     for (j = 1; j <= dynabomb_size; j++)
6252     {
6253       int x = ex + j * xy[i][0];
6254       int y = ey + j * xy[i][1];
6255       int element;
6256
6257       if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
6258         break;
6259
6260       element = Feld[x][y];
6261
6262       /* do not restart explosions of fields with active bombs */
6263       if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6264         continue;
6265
6266       Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6267
6268       if (element != EL_EMPTY && element != EL_EXPLOSION &&
6269           !IS_DIGGABLE(element) && !dynabomb_xl)
6270         break;
6271     }
6272   }
6273 }
6274
6275 void Bang(int x, int y)
6276 {
6277   int element = MovingOrBlocked2Element(x, y);
6278   int explosion_type = EX_TYPE_NORMAL;
6279
6280   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6281   {
6282     struct PlayerInfo *player = PLAYERINFO(x, y);
6283
6284 #if USE_FIX_CE_ACTION_WITH_PLAYER
6285     element = Feld[x][y] = player->initial_element;
6286 #else
6287     element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
6288                             player->element_nr);
6289 #endif
6290
6291     if (level.use_explosion_element[player->index_nr])
6292     {
6293       int explosion_element = level.explosion_element[player->index_nr];
6294
6295       if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6296         explosion_type = EX_TYPE_CROSS;
6297       else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6298         explosion_type = EX_TYPE_CENTER;
6299     }
6300   }
6301
6302   switch (element)
6303   {
6304     case EL_BUG:
6305     case EL_SPACESHIP:
6306     case EL_BD_BUTTERFLY:
6307     case EL_BD_FIREFLY:
6308     case EL_YAMYAM:
6309     case EL_DARK_YAMYAM:
6310     case EL_ROBOT:
6311     case EL_PACMAN:
6312     case EL_MOLE:
6313       RaiseScoreElement(element);
6314       break;
6315
6316     case EL_DYNABOMB_PLAYER_1_ACTIVE:
6317     case EL_DYNABOMB_PLAYER_2_ACTIVE:
6318     case EL_DYNABOMB_PLAYER_3_ACTIVE:
6319     case EL_DYNABOMB_PLAYER_4_ACTIVE:
6320     case EL_DYNABOMB_INCREASE_NUMBER:
6321     case EL_DYNABOMB_INCREASE_SIZE:
6322     case EL_DYNABOMB_INCREASE_POWER:
6323       explosion_type = EX_TYPE_DYNA;
6324       break;
6325
6326     case EL_DC_LANDMINE:
6327 #if 0
6328     case EL_EM_EXIT_OPEN:
6329     case EL_EM_STEEL_EXIT_OPEN:
6330 #endif
6331       explosion_type = EX_TYPE_CENTER;
6332       break;
6333
6334     case EL_PENGUIN:
6335     case EL_LAMP:
6336     case EL_LAMP_ACTIVE:
6337     case EL_AMOEBA_TO_DIAMOND:
6338       if (!IS_PLAYER(x, y))     /* penguin and player may be at same field */
6339         explosion_type = EX_TYPE_CENTER;
6340       break;
6341
6342     default:
6343       if (element_info[element].explosion_type == EXPLODES_CROSS)
6344         explosion_type = EX_TYPE_CROSS;
6345       else if (element_info[element].explosion_type == EXPLODES_1X1)
6346         explosion_type = EX_TYPE_CENTER;
6347       break;
6348   }
6349
6350   if (explosion_type == EX_TYPE_DYNA)
6351     DynaExplode(x, y);
6352   else
6353     Explode(x, y, EX_PHASE_START, explosion_type);
6354
6355   CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6356 }
6357
6358 void SplashAcid(int x, int y)
6359 {
6360   if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6361       (!IN_LEV_FIELD(x - 1, y - 2) ||
6362        !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6363     Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6364
6365   if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6366       (!IN_LEV_FIELD(x + 1, y - 2) ||
6367        !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6368     Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6369
6370   PlayLevelSound(x, y, SND_ACID_SPLASHING);
6371 }
6372
6373 static void InitBeltMovement()
6374 {
6375   static int belt_base_element[4] =
6376   {
6377     EL_CONVEYOR_BELT_1_LEFT,
6378     EL_CONVEYOR_BELT_2_LEFT,
6379     EL_CONVEYOR_BELT_3_LEFT,
6380     EL_CONVEYOR_BELT_4_LEFT
6381   };
6382   static int belt_base_active_element[4] =
6383   {
6384     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6385     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6386     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6387     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6388   };
6389
6390   int x, y, i, j;
6391
6392   /* set frame order for belt animation graphic according to belt direction */
6393   for (i = 0; i < NUM_BELTS; i++)
6394   {
6395     int belt_nr = i;
6396
6397     for (j = 0; j < NUM_BELT_PARTS; j++)
6398     {
6399       int element = belt_base_active_element[belt_nr] + j;
6400       int graphic_1 = el2img(element);
6401       int graphic_2 = el2panelimg(element);
6402
6403       if (game.belt_dir[i] == MV_LEFT)
6404       {
6405         graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6406         graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6407       }
6408       else
6409       {
6410         graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
6411         graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
6412       }
6413     }
6414   }
6415
6416   SCAN_PLAYFIELD(x, y)
6417   {
6418     int element = Feld[x][y];
6419
6420     for (i = 0; i < NUM_BELTS; i++)
6421     {
6422       if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6423       {
6424         int e_belt_nr = getBeltNrFromBeltElement(element);
6425         int belt_nr = i;
6426
6427         if (e_belt_nr == belt_nr)
6428         {
6429           int belt_part = Feld[x][y] - belt_base_element[belt_nr];
6430
6431           Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
6432         }
6433       }
6434     }
6435   }
6436 }
6437
6438 static void ToggleBeltSwitch(int x, int y)
6439 {
6440   static int belt_base_element[4] =
6441   {
6442     EL_CONVEYOR_BELT_1_LEFT,
6443     EL_CONVEYOR_BELT_2_LEFT,
6444     EL_CONVEYOR_BELT_3_LEFT,
6445     EL_CONVEYOR_BELT_4_LEFT
6446   };
6447   static int belt_base_active_element[4] =
6448   {
6449     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6450     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6451     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6452     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6453   };
6454   static int belt_base_switch_element[4] =
6455   {
6456     EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6457     EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6458     EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6459     EL_CONVEYOR_BELT_4_SWITCH_LEFT
6460   };
6461   static int belt_move_dir[4] =
6462   {
6463     MV_LEFT,
6464     MV_NONE,
6465     MV_RIGHT,
6466     MV_NONE,
6467   };
6468
6469   int element = Feld[x][y];
6470   int belt_nr = getBeltNrFromBeltSwitchElement(element);
6471   int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6472   int belt_dir = belt_move_dir[belt_dir_nr];
6473   int xx, yy, i;
6474
6475   if (!IS_BELT_SWITCH(element))
6476     return;
6477
6478   game.belt_dir_nr[belt_nr] = belt_dir_nr;
6479   game.belt_dir[belt_nr] = belt_dir;
6480
6481   if (belt_dir_nr == 3)
6482     belt_dir_nr = 1;
6483
6484   /* set frame order for belt animation graphic according to belt direction */
6485   for (i = 0; i < NUM_BELT_PARTS; i++)
6486   {
6487     int element = belt_base_active_element[belt_nr] + i;
6488     int graphic_1 = el2img(element);
6489     int graphic_2 = el2panelimg(element);
6490
6491     if (belt_dir == MV_LEFT)
6492     {
6493       graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6494       graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6495     }
6496     else
6497     {
6498       graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
6499       graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
6500     }
6501   }
6502
6503   SCAN_PLAYFIELD(xx, yy)
6504   {
6505     int element = Feld[xx][yy];
6506
6507     if (IS_BELT_SWITCH(element))
6508     {
6509       int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6510
6511       if (e_belt_nr == belt_nr)
6512       {
6513         Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6514         TEST_DrawLevelField(xx, yy);
6515       }
6516     }
6517     else if (IS_BELT(element) && belt_dir != MV_NONE)
6518     {
6519       int e_belt_nr = getBeltNrFromBeltElement(element);
6520
6521       if (e_belt_nr == belt_nr)
6522       {
6523         int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6524
6525         Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6526         TEST_DrawLevelField(xx, yy);
6527       }
6528     }
6529     else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6530     {
6531       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6532
6533       if (e_belt_nr == belt_nr)
6534       {
6535         int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6536
6537         Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6538         TEST_DrawLevelField(xx, yy);
6539       }
6540     }
6541   }
6542 }
6543
6544 static void ToggleSwitchgateSwitch(int x, int y)
6545 {
6546   int xx, yy;
6547
6548   game.switchgate_pos = !game.switchgate_pos;
6549
6550   SCAN_PLAYFIELD(xx, yy)
6551   {
6552     int element = Feld[xx][yy];
6553
6554 #if !USE_BOTH_SWITCHGATE_SWITCHES
6555     if (element == EL_SWITCHGATE_SWITCH_UP ||
6556         element == EL_SWITCHGATE_SWITCH_DOWN)
6557     {
6558       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6559       TEST_DrawLevelField(xx, yy);
6560     }
6561     else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
6562              element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6563     {
6564       Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6565       TEST_DrawLevelField(xx, yy);
6566     }
6567 #else
6568     if (element == EL_SWITCHGATE_SWITCH_UP)
6569     {
6570       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6571       TEST_DrawLevelField(xx, yy);
6572     }
6573     else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6574     {
6575       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6576       TEST_DrawLevelField(xx, yy);
6577     }
6578     else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6579     {
6580       Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6581       TEST_DrawLevelField(xx, yy);
6582     }
6583     else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6584     {
6585       Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6586       TEST_DrawLevelField(xx, yy);
6587     }
6588 #endif
6589     else if (element == EL_SWITCHGATE_OPEN ||
6590              element == EL_SWITCHGATE_OPENING)
6591     {
6592       Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6593
6594       PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6595     }
6596     else if (element == EL_SWITCHGATE_CLOSED ||
6597              element == EL_SWITCHGATE_CLOSING)
6598     {
6599       Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6600
6601       PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6602     }
6603   }
6604 }
6605
6606 static int getInvisibleActiveFromInvisibleElement(int element)
6607 {
6608   return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6609           element == EL_INVISIBLE_WALL      ? EL_INVISIBLE_WALL_ACTIVE :
6610           element == EL_INVISIBLE_SAND      ? EL_INVISIBLE_SAND_ACTIVE :
6611           element);
6612 }
6613
6614 static int getInvisibleFromInvisibleActiveElement(int element)
6615 {
6616   return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6617           element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
6618           element == EL_INVISIBLE_SAND_ACTIVE      ? EL_INVISIBLE_SAND :
6619           element);
6620 }
6621
6622 static void RedrawAllLightSwitchesAndInvisibleElements()
6623 {
6624   int x, y;
6625
6626   SCAN_PLAYFIELD(x, y)
6627   {
6628     int element = Feld[x][y];
6629
6630     if (element == EL_LIGHT_SWITCH &&
6631         game.light_time_left > 0)
6632     {
6633       Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6634       TEST_DrawLevelField(x, y);
6635     }
6636     else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6637              game.light_time_left == 0)
6638     {
6639       Feld[x][y] = EL_LIGHT_SWITCH;
6640       TEST_DrawLevelField(x, y);
6641     }
6642     else if (element == EL_EMC_DRIPPER &&
6643              game.light_time_left > 0)
6644     {
6645       Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6646       TEST_DrawLevelField(x, y);
6647     }
6648     else if (element == EL_EMC_DRIPPER_ACTIVE &&
6649              game.light_time_left == 0)
6650     {
6651       Feld[x][y] = EL_EMC_DRIPPER;
6652       TEST_DrawLevelField(x, y);
6653     }
6654     else if (element == EL_INVISIBLE_STEELWALL ||
6655              element == EL_INVISIBLE_WALL ||
6656              element == EL_INVISIBLE_SAND)
6657     {
6658       if (game.light_time_left > 0)
6659         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6660
6661       TEST_DrawLevelField(x, y);
6662
6663       /* uncrumble neighbour fields, if needed */
6664       if (element == EL_INVISIBLE_SAND)
6665         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6666     }
6667     else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6668              element == EL_INVISIBLE_WALL_ACTIVE ||
6669              element == EL_INVISIBLE_SAND_ACTIVE)
6670     {
6671       if (game.light_time_left == 0)
6672         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6673
6674       TEST_DrawLevelField(x, y);
6675
6676       /* re-crumble neighbour fields, if needed */
6677       if (element == EL_INVISIBLE_SAND)
6678         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6679     }
6680   }
6681 }
6682
6683 static void RedrawAllInvisibleElementsForLenses()
6684 {
6685   int x, y;
6686
6687   SCAN_PLAYFIELD(x, y)
6688   {
6689     int element = Feld[x][y];
6690
6691     if (element == EL_EMC_DRIPPER &&
6692         game.lenses_time_left > 0)
6693     {
6694       Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6695       TEST_DrawLevelField(x, y);
6696     }
6697     else if (element == EL_EMC_DRIPPER_ACTIVE &&
6698              game.lenses_time_left == 0)
6699     {
6700       Feld[x][y] = EL_EMC_DRIPPER;
6701       TEST_DrawLevelField(x, y);
6702     }
6703     else if (element == EL_INVISIBLE_STEELWALL ||
6704              element == EL_INVISIBLE_WALL ||
6705              element == EL_INVISIBLE_SAND)
6706     {
6707       if (game.lenses_time_left > 0)
6708         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6709
6710       TEST_DrawLevelField(x, y);
6711
6712       /* uncrumble neighbour fields, if needed */
6713       if (element == EL_INVISIBLE_SAND)
6714         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6715     }
6716     else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6717              element == EL_INVISIBLE_WALL_ACTIVE ||
6718              element == EL_INVISIBLE_SAND_ACTIVE)
6719     {
6720       if (game.lenses_time_left == 0)
6721         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6722
6723       TEST_DrawLevelField(x, y);
6724
6725       /* re-crumble neighbour fields, if needed */
6726       if (element == EL_INVISIBLE_SAND)
6727         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6728     }
6729   }
6730 }
6731
6732 static void RedrawAllInvisibleElementsForMagnifier()
6733 {
6734   int x, y;
6735
6736   SCAN_PLAYFIELD(x, y)
6737   {
6738     int element = Feld[x][y];
6739
6740     if (element == EL_EMC_FAKE_GRASS &&
6741         game.magnify_time_left > 0)
6742     {
6743       Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6744       TEST_DrawLevelField(x, y);
6745     }
6746     else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6747              game.magnify_time_left == 0)
6748     {
6749       Feld[x][y] = EL_EMC_FAKE_GRASS;
6750       TEST_DrawLevelField(x, y);
6751     }
6752     else if (IS_GATE_GRAY(element) &&
6753              game.magnify_time_left > 0)
6754     {
6755       Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6756                     element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6757                     IS_EM_GATE_GRAY(element) ?
6758                     element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6759                     IS_EMC_GATE_GRAY(element) ?
6760                     element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6761                     IS_DC_GATE_GRAY(element) ?
6762                     EL_DC_GATE_WHITE_GRAY_ACTIVE :
6763                     element);
6764       TEST_DrawLevelField(x, y);
6765     }
6766     else if (IS_GATE_GRAY_ACTIVE(element) &&
6767              game.magnify_time_left == 0)
6768     {
6769       Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6770                     element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6771                     IS_EM_GATE_GRAY_ACTIVE(element) ?
6772                     element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6773                     IS_EMC_GATE_GRAY_ACTIVE(element) ?
6774                     element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6775                     IS_DC_GATE_GRAY_ACTIVE(element) ?
6776                     EL_DC_GATE_WHITE_GRAY :
6777                     element);
6778       TEST_DrawLevelField(x, y);
6779     }
6780   }
6781 }
6782
6783 static void ToggleLightSwitch(int x, int y)
6784 {
6785   int element = Feld[x][y];
6786
6787   game.light_time_left =
6788     (element == EL_LIGHT_SWITCH ?
6789      level.time_light * FRAMES_PER_SECOND : 0);
6790
6791   RedrawAllLightSwitchesAndInvisibleElements();
6792 }
6793
6794 static void ActivateTimegateSwitch(int x, int y)
6795 {
6796   int xx, yy;
6797
6798   game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6799
6800   SCAN_PLAYFIELD(xx, yy)
6801   {
6802     int element = Feld[xx][yy];
6803
6804     if (element == EL_TIMEGATE_CLOSED ||
6805         element == EL_TIMEGATE_CLOSING)
6806     {
6807       Feld[xx][yy] = EL_TIMEGATE_OPENING;
6808       PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6809     }
6810
6811     /*
6812     else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6813     {
6814       Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6815       TEST_DrawLevelField(xx, yy);
6816     }
6817     */
6818
6819   }
6820
6821 #if 1
6822   Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6823                 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6824 #else
6825   Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
6826 #endif
6827 }
6828
6829 void Impact(int x, int y)
6830 {
6831   boolean last_line = (y == lev_fieldy - 1);
6832   boolean object_hit = FALSE;
6833   boolean impact = (last_line || object_hit);
6834   int element = Feld[x][y];
6835   int smashed = EL_STEELWALL;
6836
6837   if (!last_line)       /* check if element below was hit */
6838   {
6839     if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6840       return;
6841
6842     object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6843                                          MovDir[x][y + 1] != MV_DOWN ||
6844                                          MovPos[x][y + 1] <= TILEY / 2));
6845
6846     /* do not smash moving elements that left the smashed field in time */
6847     if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6848         ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6849       object_hit = FALSE;
6850
6851 #if USE_QUICKSAND_IMPACT_BUGFIX
6852     if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6853     {
6854       RemoveMovingField(x, y + 1);
6855       Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6856       Feld[x][y + 2] = EL_ROCK;
6857       TEST_DrawLevelField(x, y + 2);
6858
6859       object_hit = TRUE;
6860     }
6861
6862     if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6863     {
6864       RemoveMovingField(x, y + 1);
6865       Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6866       Feld[x][y + 2] = EL_ROCK;
6867       TEST_DrawLevelField(x, y + 2);
6868
6869       object_hit = TRUE;
6870     }
6871 #endif
6872
6873     if (object_hit)
6874       smashed = MovingOrBlocked2Element(x, y + 1);
6875
6876     impact = (last_line || object_hit);
6877   }
6878
6879   if (!last_line && smashed == EL_ACID) /* element falls into acid */
6880   {
6881     SplashAcid(x, y + 1);
6882     return;
6883   }
6884
6885   /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6886   /* only reset graphic animation if graphic really changes after impact */
6887   if (impact &&
6888       el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6889   {
6890     ResetGfxAnimation(x, y);
6891     TEST_DrawLevelField(x, y);
6892   }
6893
6894   if (impact && CAN_EXPLODE_IMPACT(element))
6895   {
6896     Bang(x, y);
6897     return;
6898   }
6899   else if (impact && element == EL_PEARL &&
6900            smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6901   {
6902     ResetGfxAnimation(x, y);
6903
6904     Feld[x][y] = EL_PEARL_BREAKING;
6905     PlayLevelSound(x, y, SND_PEARL_BREAKING);
6906     return;
6907   }
6908   else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6909   {
6910     PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6911
6912     return;
6913   }
6914
6915   if (impact && element == EL_AMOEBA_DROP)
6916   {
6917     if (object_hit && IS_PLAYER(x, y + 1))
6918       KillPlayerUnlessEnemyProtected(x, y + 1);
6919     else if (object_hit && smashed == EL_PENGUIN)
6920       Bang(x, y + 1);
6921     else
6922     {
6923       Feld[x][y] = EL_AMOEBA_GROWING;
6924       Store[x][y] = EL_AMOEBA_WET;
6925
6926       ResetRandomAnimationValue(x, y);
6927     }
6928     return;
6929   }
6930
6931   if (object_hit)               /* check which object was hit */
6932   {
6933     if ((CAN_PASS_MAGIC_WALL(element) && 
6934          (smashed == EL_MAGIC_WALL ||
6935           smashed == EL_BD_MAGIC_WALL)) ||
6936         (CAN_PASS_DC_MAGIC_WALL(element) &&
6937          smashed == EL_DC_MAGIC_WALL))
6938     {
6939       int xx, yy;
6940       int activated_magic_wall =
6941         (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6942          smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6943          EL_DC_MAGIC_WALL_ACTIVE);
6944
6945       /* activate magic wall / mill */
6946       SCAN_PLAYFIELD(xx, yy)
6947       {
6948         if (Feld[xx][yy] == smashed)
6949           Feld[xx][yy] = activated_magic_wall;
6950       }
6951
6952       game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6953       game.magic_wall_active = TRUE;
6954
6955       PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6956                             SND_MAGIC_WALL_ACTIVATING :
6957                             smashed == EL_BD_MAGIC_WALL ?
6958                             SND_BD_MAGIC_WALL_ACTIVATING :
6959                             SND_DC_MAGIC_WALL_ACTIVATING));
6960     }
6961
6962     if (IS_PLAYER(x, y + 1))
6963     {
6964       if (CAN_SMASH_PLAYER(element))
6965       {
6966         KillPlayerUnlessEnemyProtected(x, y + 1);
6967         return;
6968       }
6969     }
6970     else if (smashed == EL_PENGUIN)
6971     {
6972       if (CAN_SMASH_PLAYER(element))
6973       {
6974         Bang(x, y + 1);
6975         return;
6976       }
6977     }
6978     else if (element == EL_BD_DIAMOND)
6979     {
6980       if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6981       {
6982         Bang(x, y + 1);
6983         return;
6984       }
6985     }
6986     else if (((element == EL_SP_INFOTRON ||
6987                element == EL_SP_ZONK) &&
6988               (smashed == EL_SP_SNIKSNAK ||
6989                smashed == EL_SP_ELECTRON ||
6990                smashed == EL_SP_DISK_ORANGE)) ||
6991              (element == EL_SP_INFOTRON &&
6992               smashed == EL_SP_DISK_YELLOW))
6993     {
6994       Bang(x, y + 1);
6995       return;
6996     }
6997     else if (CAN_SMASH_EVERYTHING(element))
6998     {
6999       if (IS_CLASSIC_ENEMY(smashed) ||
7000           CAN_EXPLODE_SMASHED(smashed))
7001       {
7002         Bang(x, y + 1);
7003         return;
7004       }
7005       else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
7006       {
7007         if (smashed == EL_LAMP ||
7008             smashed == EL_LAMP_ACTIVE)
7009         {
7010           Bang(x, y + 1);
7011           return;
7012         }
7013         else if (smashed == EL_NUT)
7014         {
7015           Feld[x][y + 1] = EL_NUT_BREAKING;
7016           PlayLevelSound(x, y, SND_NUT_BREAKING);
7017           RaiseScoreElement(EL_NUT);
7018           return;
7019         }
7020         else if (smashed == EL_PEARL)
7021         {
7022           ResetGfxAnimation(x, y);
7023
7024           Feld[x][y + 1] = EL_PEARL_BREAKING;
7025           PlayLevelSound(x, y, SND_PEARL_BREAKING);
7026           return;
7027         }
7028         else if (smashed == EL_DIAMOND)
7029         {
7030           Feld[x][y + 1] = EL_DIAMOND_BREAKING;
7031           PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
7032           return;
7033         }
7034         else if (IS_BELT_SWITCH(smashed))
7035         {
7036           ToggleBeltSwitch(x, y + 1);
7037         }
7038         else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
7039                  smashed == EL_SWITCHGATE_SWITCH_DOWN ||
7040                  smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
7041                  smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
7042         {
7043           ToggleSwitchgateSwitch(x, y + 1);
7044         }
7045         else if (smashed == EL_LIGHT_SWITCH ||
7046                  smashed == EL_LIGHT_SWITCH_ACTIVE)
7047         {
7048           ToggleLightSwitch(x, y + 1);
7049         }
7050         else
7051         {
7052 #if 0
7053           TestIfElementSmashesCustomElement(x, y, MV_DOWN);
7054 #endif
7055
7056           CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7057
7058           CheckElementChangeBySide(x, y + 1, smashed, element,
7059                                    CE_SWITCHED, CH_SIDE_TOP);
7060           CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
7061                                             CH_SIDE_TOP);
7062         }
7063       }
7064       else
7065       {
7066         CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7067       }
7068     }
7069   }
7070
7071   /* play sound of magic wall / mill */
7072   if (!last_line &&
7073       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7074        Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
7075        Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
7076   {
7077     if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7078       PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
7079     else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7080       PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
7081     else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7082       PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
7083
7084     return;
7085   }
7086
7087   /* play sound of object that hits the ground */
7088   if (last_line || object_hit)
7089     PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
7090 }
7091
7092 inline static void TurnRoundExt(int x, int y)
7093 {
7094   static struct
7095   {
7096     int dx, dy;
7097   } move_xy[] =
7098   {
7099     {  0,  0 },
7100     { -1,  0 },
7101     { +1,  0 },
7102     {  0,  0 },
7103     {  0, -1 },
7104     {  0,  0 }, { 0, 0 }, { 0, 0 },
7105     {  0, +1 }
7106   };
7107   static struct
7108   {
7109     int left, right, back;
7110   } turn[] =
7111   {
7112     { 0,        0,              0        },
7113     { MV_DOWN,  MV_UP,          MV_RIGHT },
7114     { MV_UP,    MV_DOWN,        MV_LEFT  },
7115     { 0,        0,              0        },
7116     { MV_LEFT,  MV_RIGHT,       MV_DOWN  },
7117     { 0,        0,              0        },
7118     { 0,        0,              0        },
7119     { 0,        0,              0        },
7120     { MV_RIGHT, MV_LEFT,        MV_UP    }
7121   };
7122
7123   int element = Feld[x][y];
7124   int move_pattern = element_info[element].move_pattern;
7125
7126   int old_move_dir = MovDir[x][y];
7127   int left_dir  = turn[old_move_dir].left;
7128   int right_dir = turn[old_move_dir].right;
7129   int back_dir  = turn[old_move_dir].back;
7130
7131   int left_dx  = move_xy[left_dir].dx,     left_dy  = move_xy[left_dir].dy;
7132   int right_dx = move_xy[right_dir].dx,    right_dy = move_xy[right_dir].dy;
7133   int move_dx  = move_xy[old_move_dir].dx, move_dy  = move_xy[old_move_dir].dy;
7134   int back_dx  = move_xy[back_dir].dx,     back_dy  = move_xy[back_dir].dy;
7135
7136   int left_x  = x + left_dx,  left_y  = y + left_dy;
7137   int right_x = x + right_dx, right_y = y + right_dy;
7138   int move_x  = x + move_dx,  move_y  = y + move_dy;
7139
7140   int xx, yy;
7141
7142   if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7143   {
7144     TestIfBadThingTouchesOtherBadThing(x, y);
7145
7146     if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7147       MovDir[x][y] = right_dir;
7148     else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7149       MovDir[x][y] = left_dir;
7150
7151     if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7152       MovDelay[x][y] = 9;
7153     else if (element == EL_BD_BUTTERFLY)     /* && MovDir[x][y] == left_dir) */
7154       MovDelay[x][y] = 1;
7155   }
7156   else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7157   {
7158     TestIfBadThingTouchesOtherBadThing(x, y);
7159
7160     if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7161       MovDir[x][y] = left_dir;
7162     else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7163       MovDir[x][y] = right_dir;
7164
7165     if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7166       MovDelay[x][y] = 9;
7167     else if (element == EL_BD_FIREFLY)      /* && MovDir[x][y] == right_dir) */
7168       MovDelay[x][y] = 1;
7169   }
7170   else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7171   {
7172     TestIfBadThingTouchesOtherBadThing(x, y);
7173
7174     if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7175       MovDir[x][y] = left_dir;
7176     else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7177       MovDir[x][y] = right_dir;
7178
7179     if (MovDir[x][y] != old_move_dir)
7180       MovDelay[x][y] = 9;
7181   }
7182   else if (element == EL_YAMYAM)
7183   {
7184     boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7185     boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7186
7187     if (can_turn_left && can_turn_right)
7188       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7189     else if (can_turn_left)
7190       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7191     else if (can_turn_right)
7192       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7193     else
7194       MovDir[x][y] = back_dir;
7195
7196     MovDelay[x][y] = 16 + 16 * RND(3);
7197   }
7198   else if (element == EL_DARK_YAMYAM)
7199   {
7200     boolean can_turn_left  = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7201                                                          left_x, left_y);
7202     boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7203                                                          right_x, right_y);
7204
7205     if (can_turn_left && can_turn_right)
7206       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7207     else if (can_turn_left)
7208       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7209     else if (can_turn_right)
7210       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7211     else
7212       MovDir[x][y] = back_dir;
7213
7214     MovDelay[x][y] = 16 + 16 * RND(3);
7215   }
7216   else if (element == EL_PACMAN)
7217   {
7218     boolean can_turn_left  = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7219     boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7220
7221     if (can_turn_left && can_turn_right)
7222       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7223     else if (can_turn_left)
7224       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7225     else if (can_turn_right)
7226       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7227     else
7228       MovDir[x][y] = back_dir;
7229
7230     MovDelay[x][y] = 6 + RND(40);
7231   }
7232   else if (element == EL_PIG)
7233   {
7234     boolean can_turn_left  = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7235     boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7236     boolean can_move_on    = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7237     boolean should_turn_left, should_turn_right, should_move_on;
7238     int rnd_value = 24;
7239     int rnd = RND(rnd_value);
7240
7241     should_turn_left = (can_turn_left &&
7242                         (!can_move_on ||
7243                          IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7244                                                    y + back_dy + left_dy)));
7245     should_turn_right = (can_turn_right &&
7246                          (!can_move_on ||
7247                           IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7248                                                     y + back_dy + right_dy)));
7249     should_move_on = (can_move_on &&
7250                       (!can_turn_left ||
7251                        !can_turn_right ||
7252                        IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7253                                                  y + move_dy + left_dy) ||
7254                        IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7255                                                  y + move_dy + right_dy)));
7256
7257     if (should_turn_left || should_turn_right || should_move_on)
7258     {
7259       if (should_turn_left && should_turn_right && should_move_on)
7260         MovDir[x][y] = (rnd < rnd_value / 3     ? left_dir :
7261                         rnd < 2 * rnd_value / 3 ? right_dir :
7262                         old_move_dir);
7263       else if (should_turn_left && should_turn_right)
7264         MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7265       else if (should_turn_left && should_move_on)
7266         MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7267       else if (should_turn_right && should_move_on)
7268         MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7269       else if (should_turn_left)
7270         MovDir[x][y] = left_dir;
7271       else if (should_turn_right)
7272         MovDir[x][y] = right_dir;
7273       else if (should_move_on)
7274         MovDir[x][y] = old_move_dir;
7275     }
7276     else if (can_move_on && rnd > rnd_value / 8)
7277       MovDir[x][y] = old_move_dir;
7278     else if (can_turn_left && can_turn_right)
7279       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7280     else if (can_turn_left && rnd > rnd_value / 8)
7281       MovDir[x][y] = left_dir;
7282     else if (can_turn_right && rnd > rnd_value/8)
7283       MovDir[x][y] = right_dir;
7284     else
7285       MovDir[x][y] = back_dir;
7286
7287     xx = x + move_xy[MovDir[x][y]].dx;
7288     yy = y + move_xy[MovDir[x][y]].dy;
7289
7290     if (!IN_LEV_FIELD(xx, yy) ||
7291         (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
7292       MovDir[x][y] = old_move_dir;
7293
7294     MovDelay[x][y] = 0;
7295   }
7296   else if (element == EL_DRAGON)
7297   {
7298     boolean can_turn_left  = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7299     boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7300     boolean can_move_on    = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7301     int rnd_value = 24;
7302     int rnd = RND(rnd_value);
7303
7304     if (can_move_on && rnd > rnd_value / 8)
7305       MovDir[x][y] = old_move_dir;
7306     else if (can_turn_left && can_turn_right)
7307       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7308     else if (can_turn_left && rnd > rnd_value / 8)
7309       MovDir[x][y] = left_dir;
7310     else if (can_turn_right && rnd > rnd_value / 8)
7311       MovDir[x][y] = right_dir;
7312     else
7313       MovDir[x][y] = back_dir;
7314
7315     xx = x + move_xy[MovDir[x][y]].dx;
7316     yy = y + move_xy[MovDir[x][y]].dy;
7317
7318     if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7319       MovDir[x][y] = old_move_dir;
7320
7321     MovDelay[x][y] = 0;
7322   }
7323   else if (element == EL_MOLE)
7324   {
7325     boolean can_move_on =
7326       (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7327                             IS_AMOEBOID(Feld[move_x][move_y]) ||
7328                             Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
7329     if (!can_move_on)
7330     {
7331       boolean can_turn_left =
7332         (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7333                               IS_AMOEBOID(Feld[left_x][left_y])));
7334
7335       boolean can_turn_right =
7336         (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7337                               IS_AMOEBOID(Feld[right_x][right_y])));
7338
7339       if (can_turn_left && can_turn_right)
7340         MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7341       else if (can_turn_left)
7342         MovDir[x][y] = left_dir;
7343       else
7344         MovDir[x][y] = right_dir;
7345     }
7346
7347     if (MovDir[x][y] != old_move_dir)
7348       MovDelay[x][y] = 9;
7349   }
7350   else if (element == EL_BALLOON)
7351   {
7352     MovDir[x][y] = game.wind_direction;
7353     MovDelay[x][y] = 0;
7354   }
7355   else if (element == EL_SPRING)
7356   {
7357 #if USE_NEW_SPRING_BUMPER
7358     if (MovDir[x][y] & MV_HORIZONTAL)
7359     {
7360       if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7361           !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7362       {
7363         Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7364         ResetGfxAnimation(move_x, move_y);
7365         TEST_DrawLevelField(move_x, move_y);
7366
7367         MovDir[x][y] = back_dir;
7368       }
7369       else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7370                SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7371         MovDir[x][y] = MV_NONE;
7372     }
7373 #else
7374     if (MovDir[x][y] & MV_HORIZONTAL &&
7375         (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7376          SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
7377       MovDir[x][y] = MV_NONE;
7378 #endif
7379
7380     MovDelay[x][y] = 0;
7381   }
7382   else if (element == EL_ROBOT ||
7383            element == EL_SATELLITE ||
7384            element == EL_PENGUIN ||
7385            element == EL_EMC_ANDROID)
7386   {
7387     int attr_x = -1, attr_y = -1;
7388
7389     if (AllPlayersGone)
7390     {
7391       attr_x = ExitX;
7392       attr_y = ExitY;
7393     }
7394     else
7395     {
7396       int i;
7397
7398       for (i = 0; i < MAX_PLAYERS; i++)
7399       {
7400         struct PlayerInfo *player = &stored_player[i];
7401         int jx = player->jx, jy = player->jy;
7402
7403         if (!player->active)
7404           continue;
7405
7406         if (attr_x == -1 ||
7407             ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7408         {
7409           attr_x = jx;
7410           attr_y = jy;
7411         }
7412       }
7413     }
7414
7415     if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
7416         (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
7417          game.engine_version < VERSION_IDENT(3,1,0,0)))
7418     {
7419       attr_x = ZX;
7420       attr_y = ZY;
7421     }
7422
7423     if (element == EL_PENGUIN)
7424     {
7425       int i;
7426       static int xy[4][2] =
7427       {
7428         { 0, -1 },
7429         { -1, 0 },
7430         { +1, 0 },
7431         { 0, +1 }
7432       };
7433
7434       for (i = 0; i < NUM_DIRECTIONS; i++)
7435       {
7436         int ex = x + xy[i][0];
7437         int ey = y + xy[i][1];
7438
7439         if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
7440                                      Feld[ex][ey] == EL_EM_EXIT_OPEN ||
7441                                      Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
7442                                      Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7443         {
7444           attr_x = ex;
7445           attr_y = ey;
7446           break;
7447         }
7448       }
7449     }
7450
7451     MovDir[x][y] = MV_NONE;
7452     if (attr_x < x)
7453       MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
7454     else if (attr_x > x)
7455       MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
7456     if (attr_y < y)
7457       MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
7458     else if (attr_y > y)
7459       MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
7460
7461     if (element == EL_ROBOT)
7462     {
7463       int newx, newy;
7464
7465       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7466         MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7467       Moving2Blocked(x, y, &newx, &newy);
7468
7469       if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7470         MovDelay[x][y] = 8 + 8 * !RND(3);
7471       else
7472         MovDelay[x][y] = 16;
7473     }
7474     else if (element == EL_PENGUIN)
7475     {
7476       int newx, newy;
7477
7478       MovDelay[x][y] = 1;
7479
7480       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7481       {
7482         boolean first_horiz = RND(2);
7483         int new_move_dir = MovDir[x][y];
7484
7485         MovDir[x][y] =
7486           new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7487         Moving2Blocked(x, y, &newx, &newy);
7488
7489         if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7490           return;
7491
7492         MovDir[x][y] =
7493           new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7494         Moving2Blocked(x, y, &newx, &newy);
7495
7496         if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7497           return;
7498
7499         MovDir[x][y] = old_move_dir;
7500         return;
7501       }
7502     }
7503     else if (element == EL_SATELLITE)
7504     {
7505       int newx, newy;
7506
7507       MovDelay[x][y] = 1;
7508
7509       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7510       {
7511         boolean first_horiz = RND(2);
7512         int new_move_dir = MovDir[x][y];
7513
7514         MovDir[x][y] =
7515           new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7516         Moving2Blocked(x, y, &newx, &newy);
7517
7518         if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7519           return;
7520
7521         MovDir[x][y] =
7522           new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7523         Moving2Blocked(x, y, &newx, &newy);
7524
7525         if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7526           return;
7527
7528         MovDir[x][y] = old_move_dir;
7529         return;
7530       }
7531     }
7532     else if (element == EL_EMC_ANDROID)
7533     {
7534       static int check_pos[16] =
7535       {
7536         -1,             /*  0 => (invalid)          */
7537         7,              /*  1 => MV_LEFT            */
7538         3,              /*  2 => MV_RIGHT           */
7539         -1,             /*  3 => (invalid)          */
7540         1,              /*  4 =>            MV_UP   */
7541         0,              /*  5 => MV_LEFT  | MV_UP   */
7542         2,              /*  6 => MV_RIGHT | MV_UP   */
7543         -1,             /*  7 => (invalid)          */
7544         5,              /*  8 =>            MV_DOWN */
7545         6,              /*  9 => MV_LEFT  | MV_DOWN */
7546         4,              /* 10 => MV_RIGHT | MV_DOWN */
7547         -1,             /* 11 => (invalid)          */
7548         -1,             /* 12 => (invalid)          */
7549         -1,             /* 13 => (invalid)          */
7550         -1,             /* 14 => (invalid)          */
7551         -1,             /* 15 => (invalid)          */
7552       };
7553       static struct
7554       {
7555         int dx, dy;
7556         int dir;
7557       } check_xy[8] =
7558       {
7559         { -1, -1,       MV_LEFT  | MV_UP   },
7560         {  0, -1,                  MV_UP   },
7561         { +1, -1,       MV_RIGHT | MV_UP   },
7562         { +1,  0,       MV_RIGHT           },
7563         { +1, +1,       MV_RIGHT | MV_DOWN },
7564         {  0, +1,                  MV_DOWN },
7565         { -1, +1,       MV_LEFT  | MV_DOWN },
7566         { -1,  0,       MV_LEFT            },
7567       };
7568       int start_pos, check_order;
7569       boolean can_clone = FALSE;
7570       int i;
7571
7572       /* check if there is any free field around current position */
7573       for (i = 0; i < 8; i++)
7574       {
7575         int newx = x + check_xy[i].dx;
7576         int newy = y + check_xy[i].dy;
7577
7578         if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7579         {
7580           can_clone = TRUE;
7581
7582           break;
7583         }
7584       }
7585
7586       if (can_clone)            /* randomly find an element to clone */
7587       {
7588         can_clone = FALSE;
7589
7590         start_pos = check_pos[RND(8)];
7591         check_order = (RND(2) ? -1 : +1);
7592
7593         for (i = 0; i < 8; i++)
7594         {
7595           int pos_raw = start_pos + i * check_order;
7596           int pos = (pos_raw + 8) % 8;
7597           int newx = x + check_xy[pos].dx;
7598           int newy = y + check_xy[pos].dy;
7599
7600           if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7601           {
7602             element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7603             element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7604
7605             Store[x][y] = Feld[newx][newy];
7606
7607             can_clone = TRUE;
7608
7609             break;
7610           }
7611         }
7612       }
7613
7614       if (can_clone)            /* randomly find a direction to move */
7615       {
7616         can_clone = FALSE;
7617
7618         start_pos = check_pos[RND(8)];
7619         check_order = (RND(2) ? -1 : +1);
7620
7621         for (i = 0; i < 8; i++)
7622         {
7623           int pos_raw = start_pos + i * check_order;
7624           int pos = (pos_raw + 8) % 8;
7625           int newx = x + check_xy[pos].dx;
7626           int newy = y + check_xy[pos].dy;
7627           int new_move_dir = check_xy[pos].dir;
7628
7629           if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7630           {
7631             MovDir[x][y] = new_move_dir;
7632             MovDelay[x][y] = level.android_clone_time * 8 + 1;
7633
7634             can_clone = TRUE;
7635
7636             break;
7637           }
7638         }
7639       }
7640
7641       if (can_clone)            /* cloning and moving successful */
7642         return;
7643
7644       /* cannot clone -- try to move towards player */
7645
7646       start_pos = check_pos[MovDir[x][y] & 0x0f];
7647       check_order = (RND(2) ? -1 : +1);
7648
7649       for (i = 0; i < 3; i++)
7650       {
7651         /* first check start_pos, then previous/next or (next/previous) pos */
7652         int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7653         int pos = (pos_raw + 8) % 8;
7654         int newx = x + check_xy[pos].dx;
7655         int newy = y + check_xy[pos].dy;
7656         int new_move_dir = check_xy[pos].dir;
7657
7658         if (IS_PLAYER(newx, newy))
7659           break;
7660
7661         if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7662         {
7663           MovDir[x][y] = new_move_dir;
7664           MovDelay[x][y] = level.android_move_time * 8 + 1;
7665
7666           break;
7667         }
7668       }
7669     }
7670   }
7671   else if (move_pattern == MV_TURNING_LEFT ||
7672            move_pattern == MV_TURNING_RIGHT ||
7673            move_pattern == MV_TURNING_LEFT_RIGHT ||
7674            move_pattern == MV_TURNING_RIGHT_LEFT ||
7675            move_pattern == MV_TURNING_RANDOM ||
7676            move_pattern == MV_ALL_DIRECTIONS)
7677   {
7678     boolean can_turn_left =
7679       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7680     boolean can_turn_right =
7681       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7682
7683     if (element_info[element].move_stepsize == 0)       /* "not moving" */
7684       return;
7685
7686     if (move_pattern == MV_TURNING_LEFT)
7687       MovDir[x][y] = left_dir;
7688     else if (move_pattern == MV_TURNING_RIGHT)
7689       MovDir[x][y] = right_dir;
7690     else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7691       MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7692     else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7693       MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7694     else if (move_pattern == MV_TURNING_RANDOM)
7695       MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7696                       can_turn_right && !can_turn_left ? right_dir :
7697                       RND(2) ? left_dir : right_dir);
7698     else if (can_turn_left && can_turn_right)
7699       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7700     else if (can_turn_left)
7701       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7702     else if (can_turn_right)
7703       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7704     else
7705       MovDir[x][y] = back_dir;
7706
7707     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7708   }
7709   else if (move_pattern == MV_HORIZONTAL ||
7710            move_pattern == MV_VERTICAL)
7711   {
7712     if (move_pattern & old_move_dir)
7713       MovDir[x][y] = back_dir;
7714     else if (move_pattern == MV_HORIZONTAL)
7715       MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7716     else if (move_pattern == MV_VERTICAL)
7717       MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7718
7719     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7720   }
7721   else if (move_pattern & MV_ANY_DIRECTION)
7722   {
7723     MovDir[x][y] = move_pattern;
7724     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7725   }
7726   else if (move_pattern & MV_WIND_DIRECTION)
7727   {
7728     MovDir[x][y] = game.wind_direction;
7729     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7730   }
7731   else if (move_pattern == MV_ALONG_LEFT_SIDE)
7732   {
7733     if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7734       MovDir[x][y] = left_dir;
7735     else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7736       MovDir[x][y] = right_dir;
7737
7738     if (MovDir[x][y] != old_move_dir)
7739       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7740   }
7741   else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7742   {
7743     if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7744       MovDir[x][y] = right_dir;
7745     else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7746       MovDir[x][y] = left_dir;
7747
7748     if (MovDir[x][y] != old_move_dir)
7749       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7750   }
7751   else if (move_pattern == MV_TOWARDS_PLAYER ||
7752            move_pattern == MV_AWAY_FROM_PLAYER)
7753   {
7754     int attr_x = -1, attr_y = -1;
7755     int newx, newy;
7756     boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7757
7758     if (AllPlayersGone)
7759     {
7760       attr_x = ExitX;
7761       attr_y = ExitY;
7762     }
7763     else
7764     {
7765       int i;
7766
7767       for (i = 0; i < MAX_PLAYERS; i++)
7768       {
7769         struct PlayerInfo *player = &stored_player[i];
7770         int jx = player->jx, jy = player->jy;
7771
7772         if (!player->active)
7773           continue;
7774
7775         if (attr_x == -1 ||
7776             ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7777         {
7778           attr_x = jx;
7779           attr_y = jy;
7780         }
7781       }
7782     }
7783
7784     MovDir[x][y] = MV_NONE;
7785     if (attr_x < x)
7786       MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7787     else if (attr_x > x)
7788       MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7789     if (attr_y < y)
7790       MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7791     else if (attr_y > y)
7792       MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7793
7794     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7795
7796     if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7797     {
7798       boolean first_horiz = RND(2);
7799       int new_move_dir = MovDir[x][y];
7800
7801       if (element_info[element].move_stepsize == 0)     /* "not moving" */
7802       {
7803         first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7804         MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7805
7806         return;
7807       }
7808
7809       MovDir[x][y] =
7810         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7811       Moving2Blocked(x, y, &newx, &newy);
7812
7813       if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7814         return;
7815
7816       MovDir[x][y] =
7817         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7818       Moving2Blocked(x, y, &newx, &newy);
7819
7820       if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7821         return;
7822
7823       MovDir[x][y] = old_move_dir;
7824     }
7825   }
7826   else if (move_pattern == MV_WHEN_PUSHED ||
7827            move_pattern == MV_WHEN_DROPPED)
7828   {
7829     if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7830       MovDir[x][y] = MV_NONE;
7831
7832     MovDelay[x][y] = 0;
7833   }
7834   else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7835   {
7836     static int test_xy[7][2] =
7837     {
7838       { 0, -1 },
7839       { -1, 0 },
7840       { +1, 0 },
7841       { 0, +1 },
7842       { 0, -1 },
7843       { -1, 0 },
7844       { +1, 0 },
7845     };
7846     static int test_dir[7] =
7847     {
7848       MV_UP,
7849       MV_LEFT,
7850       MV_RIGHT,
7851       MV_DOWN,
7852       MV_UP,
7853       MV_LEFT,
7854       MV_RIGHT,
7855     };
7856     boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7857     int move_preference = -1000000;     /* start with very low preference */
7858     int new_move_dir = MV_NONE;
7859     int start_test = RND(4);
7860     int i;
7861
7862     for (i = 0; i < NUM_DIRECTIONS; i++)
7863     {
7864       int move_dir = test_dir[start_test + i];
7865       int move_dir_preference;
7866
7867       xx = x + test_xy[start_test + i][0];
7868       yy = y + test_xy[start_test + i][1];
7869
7870       if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7871           (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7872       {
7873         new_move_dir = move_dir;
7874
7875         break;
7876       }
7877
7878       if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7879         continue;
7880
7881       move_dir_preference = -1 * RunnerVisit[xx][yy];
7882       if (hunter_mode && PlayerVisit[xx][yy] > 0)
7883         move_dir_preference = PlayerVisit[xx][yy];
7884
7885       if (move_dir_preference > move_preference)
7886       {
7887         /* prefer field that has not been visited for the longest time */
7888         move_preference = move_dir_preference;
7889         new_move_dir = move_dir;
7890       }
7891       else if (move_dir_preference == move_preference &&
7892                move_dir == old_move_dir)
7893       {
7894         /* prefer last direction when all directions are preferred equally */
7895         move_preference = move_dir_preference;
7896         new_move_dir = move_dir;
7897       }
7898     }
7899
7900     MovDir[x][y] = new_move_dir;
7901     if (old_move_dir != new_move_dir)
7902       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7903   }
7904 }
7905
7906 static void TurnRound(int x, int y)
7907 {
7908   int direction = MovDir[x][y];
7909
7910   TurnRoundExt(x, y);
7911
7912   GfxDir[x][y] = MovDir[x][y];
7913
7914   if (direction != MovDir[x][y])
7915     GfxFrame[x][y] = 0;
7916
7917   if (MovDelay[x][y])
7918     GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7919
7920   ResetGfxFrame(x, y, FALSE);
7921 }
7922
7923 static boolean JustBeingPushed(int x, int y)
7924 {
7925   int i;
7926
7927   for (i = 0; i < MAX_PLAYERS; i++)
7928   {
7929     struct PlayerInfo *player = &stored_player[i];
7930
7931     if (player->active && player->is_pushing && player->MovPos)
7932     {
7933       int next_jx = player->jx + (player->jx - player->last_jx);
7934       int next_jy = player->jy + (player->jy - player->last_jy);
7935
7936       if (x == next_jx && y == next_jy)
7937         return TRUE;
7938     }
7939   }
7940
7941   return FALSE;
7942 }
7943
7944 void StartMoving(int x, int y)
7945 {
7946   boolean started_moving = FALSE;       /* some elements can fall _and_ move */
7947   int element = Feld[x][y];
7948
7949   if (Stop[x][y])
7950     return;
7951
7952   if (MovDelay[x][y] == 0)
7953     GfxAction[x][y] = ACTION_DEFAULT;
7954
7955   if (CAN_FALL(element) && y < lev_fieldy - 1)
7956   {
7957     if ((x > 0              && IS_PLAYER(x - 1, y)) ||
7958         (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7959       if (JustBeingPushed(x, y))
7960         return;
7961
7962     if (element == EL_QUICKSAND_FULL)
7963     {
7964       if (IS_FREE(x, y + 1))
7965       {
7966         InitMovingField(x, y, MV_DOWN);
7967         started_moving = TRUE;
7968
7969         Feld[x][y] = EL_QUICKSAND_EMPTYING;
7970 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7971         if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7972           Store[x][y] = EL_ROCK;
7973 #else
7974         Store[x][y] = EL_ROCK;
7975 #endif
7976
7977         PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7978       }
7979       else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7980       {
7981         if (!MovDelay[x][y])
7982         {
7983           MovDelay[x][y] = TILEY + 1;
7984
7985           ResetGfxAnimation(x, y);
7986           ResetGfxAnimation(x, y + 1);
7987         }
7988
7989         if (MovDelay[x][y])
7990         {
7991           DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7992           DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7993
7994           MovDelay[x][y]--;
7995           if (MovDelay[x][y])
7996             return;
7997         }
7998
7999         Feld[x][y] = EL_QUICKSAND_EMPTY;
8000         Feld[x][y + 1] = EL_QUICKSAND_FULL;
8001         Store[x][y + 1] = Store[x][y];
8002         Store[x][y] = 0;
8003
8004         PlayLevelSoundAction(x, y, ACTION_FILLING);
8005       }
8006       else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8007       {
8008         if (!MovDelay[x][y])
8009         {
8010           MovDelay[x][y] = TILEY + 1;
8011
8012           ResetGfxAnimation(x, y);
8013           ResetGfxAnimation(x, y + 1);
8014         }
8015
8016         if (MovDelay[x][y])
8017         {
8018           DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
8019           DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
8020
8021           MovDelay[x][y]--;
8022           if (MovDelay[x][y])
8023             return;
8024         }
8025
8026         Feld[x][y] = EL_QUICKSAND_EMPTY;
8027         Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
8028         Store[x][y + 1] = Store[x][y];
8029         Store[x][y] = 0;
8030
8031         PlayLevelSoundAction(x, y, ACTION_FILLING);
8032       }
8033     }
8034     else if (element == EL_QUICKSAND_FAST_FULL)
8035     {
8036       if (IS_FREE(x, y + 1))
8037       {
8038         InitMovingField(x, y, MV_DOWN);
8039         started_moving = TRUE;
8040
8041         Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
8042 #if USE_QUICKSAND_BD_ROCK_BUGFIX
8043         if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
8044           Store[x][y] = EL_ROCK;
8045 #else
8046         Store[x][y] = EL_ROCK;
8047 #endif
8048
8049         PlayLevelSoundAction(x, y, ACTION_EMPTYING);
8050       }
8051       else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8052       {
8053         if (!MovDelay[x][y])
8054         {
8055           MovDelay[x][y] = TILEY + 1;
8056
8057           ResetGfxAnimation(x, y);
8058           ResetGfxAnimation(x, y + 1);
8059         }
8060
8061         if (MovDelay[x][y])
8062         {
8063           DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
8064           DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
8065
8066           MovDelay[x][y]--;
8067           if (MovDelay[x][y])
8068             return;
8069         }
8070
8071         Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
8072         Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
8073         Store[x][y + 1] = Store[x][y];
8074         Store[x][y] = 0;
8075
8076         PlayLevelSoundAction(x, y, ACTION_FILLING);
8077       }
8078       else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
8079       {
8080         if (!MovDelay[x][y])
8081         {
8082           MovDelay[x][y] = TILEY + 1;
8083
8084           ResetGfxAnimation(x, y);
8085           ResetGfxAnimation(x, y + 1);
8086         }
8087
8088         if (MovDelay[x][y])
8089         {
8090           DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
8091           DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
8092
8093           MovDelay[x][y]--;
8094           if (MovDelay[x][y])
8095             return;
8096         }
8097
8098         Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
8099         Feld[x][y + 1] = EL_QUICKSAND_FULL;
8100         Store[x][y + 1] = Store[x][y];
8101         Store[x][y] = 0;
8102
8103         PlayLevelSoundAction(x, y, ACTION_FILLING);
8104       }
8105     }
8106     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8107              Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
8108     {
8109       InitMovingField(x, y, MV_DOWN);
8110       started_moving = TRUE;
8111
8112       Feld[x][y] = EL_QUICKSAND_FILLING;
8113       Store[x][y] = element;
8114
8115       PlayLevelSoundAction(x, y, ACTION_FILLING);
8116     }
8117     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8118              Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8119     {
8120       InitMovingField(x, y, MV_DOWN);
8121       started_moving = TRUE;
8122
8123       Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
8124       Store[x][y] = element;
8125
8126       PlayLevelSoundAction(x, y, ACTION_FILLING);
8127     }
8128     else if (element == EL_MAGIC_WALL_FULL)
8129     {
8130       if (IS_FREE(x, y + 1))
8131       {
8132         InitMovingField(x, y, MV_DOWN);
8133         started_moving = TRUE;
8134
8135         Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
8136         Store[x][y] = EL_CHANGED(Store[x][y]);
8137       }
8138       else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
8139       {
8140         if (!MovDelay[x][y])
8141           MovDelay[x][y] = TILEY/4 + 1;
8142
8143         if (MovDelay[x][y])
8144         {
8145           MovDelay[x][y]--;
8146           if (MovDelay[x][y])
8147             return;
8148         }
8149
8150         Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
8151         Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
8152         Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8153         Store[x][y] = 0;
8154       }
8155     }
8156     else if (element == EL_BD_MAGIC_WALL_FULL)
8157     {
8158       if (IS_FREE(x, y + 1))
8159       {
8160         InitMovingField(x, y, MV_DOWN);
8161         started_moving = TRUE;
8162
8163         Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8164         Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8165       }
8166       else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8167       {
8168         if (!MovDelay[x][y])
8169           MovDelay[x][y] = TILEY/4 + 1;
8170
8171         if (MovDelay[x][y])
8172         {
8173           MovDelay[x][y]--;
8174           if (MovDelay[x][y])
8175             return;
8176         }
8177
8178         Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8179         Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8180         Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8181         Store[x][y] = 0;
8182       }
8183     }
8184     else if (element == EL_DC_MAGIC_WALL_FULL)
8185     {
8186       if (IS_FREE(x, y + 1))
8187       {
8188         InitMovingField(x, y, MV_DOWN);
8189         started_moving = TRUE;
8190
8191         Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8192         Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8193       }
8194       else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8195       {
8196         if (!MovDelay[x][y])
8197           MovDelay[x][y] = TILEY/4 + 1;
8198
8199         if (MovDelay[x][y])
8200         {
8201           MovDelay[x][y]--;
8202           if (MovDelay[x][y])
8203             return;
8204         }
8205
8206         Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8207         Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8208         Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8209         Store[x][y] = 0;
8210       }
8211     }
8212     else if ((CAN_PASS_MAGIC_WALL(element) &&
8213               (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8214                Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8215              (CAN_PASS_DC_MAGIC_WALL(element) &&
8216               (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8217
8218     {
8219       InitMovingField(x, y, MV_DOWN);
8220       started_moving = TRUE;
8221
8222       Feld[x][y] =
8223         (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8224          Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8225          EL_DC_MAGIC_WALL_FILLING);
8226       Store[x][y] = element;
8227     }
8228     else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
8229     {
8230       SplashAcid(x, y + 1);
8231
8232       InitMovingField(x, y, MV_DOWN);
8233       started_moving = TRUE;
8234
8235       Store[x][y] = EL_ACID;
8236     }
8237     else if (
8238 #if USE_FIX_IMPACT_COLLISION
8239              (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8240               CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8241 #else
8242              (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8243               CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
8244 #endif
8245              (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8246               CAN_FALL(element) && WasJustFalling[x][y] &&
8247               (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8248
8249              (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8250               CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8251               (Feld[x][y + 1] == EL_BLOCKED)))
8252     {
8253       /* this is needed for a special case not covered by calling "Impact()"
8254          from "ContinueMoving()": if an element moves to a tile directly below
8255          another element which was just falling on that tile (which was empty
8256          in the previous frame), the falling element above would just stop
8257          instead of smashing the element below (in previous version, the above
8258          element was just checked for "moving" instead of "falling", resulting
8259          in incorrect smashes caused by horizontal movement of the above
8260          element; also, the case of the player being the element to smash was
8261          simply not covered here... :-/ ) */
8262
8263       CheckCollision[x][y] = 0;
8264       CheckImpact[x][y] = 0;
8265
8266       Impact(x, y);
8267     }
8268     else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8269     {
8270       if (MovDir[x][y] == MV_NONE)
8271       {
8272         InitMovingField(x, y, MV_DOWN);
8273         started_moving = TRUE;
8274       }
8275     }
8276     else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
8277     {
8278       if (WasJustFalling[x][y]) /* prevent animation from being restarted */
8279         MovDir[x][y] = MV_DOWN;
8280
8281       InitMovingField(x, y, MV_DOWN);
8282       started_moving = TRUE;
8283     }
8284     else if (element == EL_AMOEBA_DROP)
8285     {
8286       Feld[x][y] = EL_AMOEBA_GROWING;
8287       Store[x][y] = EL_AMOEBA_WET;
8288     }
8289     else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8290               (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
8291              !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8292              element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8293     {
8294       boolean can_fall_left  = (x > 0 && IS_FREE(x - 1, y) &&
8295                                 (IS_FREE(x - 1, y + 1) ||
8296                                  Feld[x - 1][y + 1] == EL_ACID));
8297       boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8298                                 (IS_FREE(x + 1, y + 1) ||
8299                                  Feld[x + 1][y + 1] == EL_ACID));
8300       boolean can_fall_any  = (can_fall_left || can_fall_right);
8301       boolean can_fall_both = (can_fall_left && can_fall_right);
8302       int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
8303
8304 #if USE_NEW_ALL_SLIPPERY
8305       if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8306       {
8307         if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8308           can_fall_right = FALSE;
8309         else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8310           can_fall_left = FALSE;
8311         else if (slippery_type == SLIPPERY_ONLY_LEFT)
8312           can_fall_right = FALSE;
8313         else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8314           can_fall_left = FALSE;
8315
8316         can_fall_any  = (can_fall_left || can_fall_right);
8317         can_fall_both = FALSE;
8318       }
8319 #else
8320       if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
8321       {
8322         if (slippery_type == SLIPPERY_ONLY_LEFT)
8323           can_fall_right = FALSE;
8324         else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8325           can_fall_left = FALSE;
8326         else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8327           can_fall_right = FALSE;
8328         else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8329           can_fall_left = FALSE;
8330
8331         can_fall_any  = (can_fall_left || can_fall_right);
8332         can_fall_both = (can_fall_left && can_fall_right);
8333       }
8334 #endif
8335
8336 #if USE_NEW_ALL_SLIPPERY
8337 #else
8338 #if USE_NEW_SP_SLIPPERY
8339       /* !!! better use the same properties as for custom elements here !!! */
8340       else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
8341                can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
8342       {
8343         can_fall_right = FALSE;         /* slip down on left side */
8344         can_fall_both = FALSE;
8345       }
8346 #endif
8347 #endif
8348
8349 #if USE_NEW_ALL_SLIPPERY
8350       if (can_fall_both)
8351       {
8352         if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8353           can_fall_right = FALSE;       /* slip down on left side */
8354         else
8355           can_fall_left = !(can_fall_right = RND(2));
8356
8357         can_fall_both = FALSE;
8358       }
8359 #else
8360       if (can_fall_both)
8361       {
8362         if (game.emulation == EMU_BOULDERDASH ||
8363             element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8364           can_fall_right = FALSE;       /* slip down on left side */
8365         else
8366           can_fall_left = !(can_fall_right = RND(2));
8367
8368         can_fall_both = FALSE;
8369       }
8370 #endif
8371
8372       if (can_fall_any)
8373       {
8374         /* if not determined otherwise, prefer left side for slipping down */
8375         InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8376         started_moving = TRUE;
8377       }
8378     }
8379 #if 0
8380     else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
8381 #else
8382     else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
8383 #endif
8384     {
8385       boolean left_is_free  = (x > 0 && IS_FREE(x - 1, y));
8386       boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8387       int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
8388       int belt_dir = game.belt_dir[belt_nr];
8389
8390       if ((belt_dir == MV_LEFT  && left_is_free) ||
8391           (belt_dir == MV_RIGHT && right_is_free))
8392       {
8393         int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8394
8395         InitMovingField(x, y, belt_dir);
8396         started_moving = TRUE;
8397
8398         Pushed[x][y] = TRUE;
8399         Pushed[nextx][y] = TRUE;
8400
8401         GfxAction[x][y] = ACTION_DEFAULT;
8402       }
8403       else
8404       {
8405         MovDir[x][y] = 0;       /* if element was moving, stop it */
8406       }
8407     }
8408   }
8409
8410   /* not "else if" because of elements that can fall and move (EL_SPRING) */
8411 #if 0
8412   if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
8413 #else
8414   if (CAN_MOVE(element) && !started_moving)
8415 #endif
8416   {
8417     int move_pattern = element_info[element].move_pattern;
8418     int newx, newy;
8419
8420 #if 0
8421 #if DEBUG
8422     if (MovDir[x][y] == MV_NONE)
8423     {
8424       printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
8425              x, y, element, element_info[element].token_name);
8426       printf("StartMoving(): This should never happen!\n");
8427     }
8428 #endif
8429 #endif
8430
8431     Moving2Blocked(x, y, &newx, &newy);
8432
8433     if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8434       return;
8435
8436     if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8437         CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8438     {
8439       WasJustMoving[x][y] = 0;
8440       CheckCollision[x][y] = 0;
8441
8442       TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8443
8444       if (Feld[x][y] != element)        /* element has changed */
8445         return;
8446     }
8447
8448     if (!MovDelay[x][y])        /* start new movement phase */
8449     {
8450       /* all objects that can change their move direction after each step
8451          (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
8452
8453       if (element != EL_YAMYAM &&
8454           element != EL_DARK_YAMYAM &&
8455           element != EL_PACMAN &&
8456           !(move_pattern & MV_ANY_DIRECTION) &&
8457           move_pattern != MV_TURNING_LEFT &&
8458           move_pattern != MV_TURNING_RIGHT &&
8459           move_pattern != MV_TURNING_LEFT_RIGHT &&
8460           move_pattern != MV_TURNING_RIGHT_LEFT &&
8461           move_pattern != MV_TURNING_RANDOM)
8462       {
8463         TurnRound(x, y);
8464
8465         if (MovDelay[x][y] && (element == EL_BUG ||
8466                                element == EL_SPACESHIP ||
8467                                element == EL_SP_SNIKSNAK ||
8468                                element == EL_SP_ELECTRON ||
8469                                element == EL_MOLE))
8470           TEST_DrawLevelField(x, y);
8471       }
8472     }
8473
8474     if (MovDelay[x][y])         /* wait some time before next movement */
8475     {
8476       MovDelay[x][y]--;
8477
8478       if (element == EL_ROBOT ||
8479           element == EL_YAMYAM ||
8480           element == EL_DARK_YAMYAM)
8481       {
8482         DrawLevelElementAnimationIfNeeded(x, y, element);
8483         PlayLevelSoundAction(x, y, ACTION_WAITING);
8484       }
8485       else if (element == EL_SP_ELECTRON)
8486         DrawLevelElementAnimationIfNeeded(x, y, element);
8487       else if (element == EL_DRAGON)
8488       {
8489         int i;
8490         int dir = MovDir[x][y];
8491         int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8492         int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
8493         int graphic = (dir == MV_LEFT   ? IMG_FLAMES_1_LEFT :
8494                        dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
8495                        dir == MV_UP     ? IMG_FLAMES_1_UP :
8496                        dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8497         int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8498
8499         GfxAction[x][y] = ACTION_ATTACKING;
8500
8501         if (IS_PLAYER(x, y))
8502           DrawPlayerField(x, y);
8503         else
8504           TEST_DrawLevelField(x, y);
8505
8506         PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8507
8508         for (i = 1; i <= 3; i++)
8509         {
8510           int xx = x + i * dx;
8511           int yy = y + i * dy;
8512           int sx = SCREENX(xx);
8513           int sy = SCREENY(yy);
8514           int flame_graphic = graphic + (i - 1);
8515
8516           if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
8517             break;
8518
8519           if (MovDelay[x][y])
8520           {
8521             int flamed = MovingOrBlocked2Element(xx, yy);
8522
8523             /* !!! */
8524 #if 0
8525             if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8526               Bang(xx, yy);
8527             else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
8528               RemoveMovingField(xx, yy);
8529             else
8530               RemoveField(xx, yy);
8531 #else
8532             if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8533               Bang(xx, yy);
8534             else
8535               RemoveMovingField(xx, yy);
8536 #endif
8537
8538             ChangeDelay[xx][yy] = 0;
8539
8540             Feld[xx][yy] = EL_FLAMES;
8541
8542             if (IN_SCR_FIELD(sx, sy))
8543             {
8544               TEST_DrawLevelFieldCrumbled(xx, yy);
8545               DrawGraphic(sx, sy, flame_graphic, frame);
8546             }
8547           }
8548           else
8549           {
8550             if (Feld[xx][yy] == EL_FLAMES)
8551               Feld[xx][yy] = EL_EMPTY;
8552             TEST_DrawLevelField(xx, yy);
8553           }
8554         }
8555       }
8556
8557       if (MovDelay[x][y])       /* element still has to wait some time */
8558       {
8559         PlayLevelSoundAction(x, y, ACTION_WAITING);
8560
8561         return;
8562       }
8563     }
8564
8565     /* now make next step */
8566
8567     Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
8568
8569     if (DONT_COLLIDE_WITH(element) &&
8570         IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8571         !PLAYER_ENEMY_PROTECTED(newx, newy))
8572     {
8573       TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8574
8575       return;
8576     }
8577
8578     else if (CAN_MOVE_INTO_ACID(element) &&
8579              IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
8580              !IS_MV_DIAGONAL(MovDir[x][y]) &&
8581              (MovDir[x][y] == MV_DOWN ||
8582               game.engine_version >= VERSION_IDENT(3,1,0,0)))
8583     {
8584       SplashAcid(newx, newy);
8585       Store[x][y] = EL_ACID;
8586     }
8587     else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8588     {
8589       if (Feld[newx][newy] == EL_EXIT_OPEN ||
8590           Feld[newx][newy] == EL_EM_EXIT_OPEN ||
8591           Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
8592           Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8593       {
8594         RemoveField(x, y);
8595         TEST_DrawLevelField(x, y);
8596
8597         PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8598         if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8599           DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8600
8601         local_player->friends_still_needed--;
8602         if (!local_player->friends_still_needed &&
8603             !local_player->GameOver && AllPlayersGone)
8604           PlayerWins(local_player);
8605
8606         return;
8607       }
8608       else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
8609       {
8610         if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8611           TEST_DrawLevelField(newx, newy);
8612         else
8613           GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8614       }
8615       else if (!IS_FREE(newx, newy))
8616       {
8617         GfxAction[x][y] = ACTION_WAITING;
8618
8619         if (IS_PLAYER(x, y))
8620           DrawPlayerField(x, y);
8621         else
8622           TEST_DrawLevelField(x, y);
8623
8624         return;
8625       }
8626     }
8627     else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8628     {
8629       if (IS_FOOD_PIG(Feld[newx][newy]))
8630       {
8631         if (IS_MOVING(newx, newy))
8632           RemoveMovingField(newx, newy);
8633         else
8634         {
8635           Feld[newx][newy] = EL_EMPTY;
8636           TEST_DrawLevelField(newx, newy);
8637         }
8638
8639         PlayLevelSound(x, y, SND_PIG_DIGGING);
8640       }
8641       else if (!IS_FREE(newx, newy))
8642       {
8643         if (IS_PLAYER(x, y))
8644           DrawPlayerField(x, y);
8645         else
8646           TEST_DrawLevelField(x, y);
8647
8648         return;
8649       }
8650     }
8651     else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8652     {
8653       if (Store[x][y] != EL_EMPTY)
8654       {
8655         boolean can_clone = FALSE;
8656         int xx, yy;
8657
8658         /* check if element to clone is still there */
8659         for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8660         {
8661           if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8662           {
8663             can_clone = TRUE;
8664
8665             break;
8666           }
8667         }
8668
8669         /* cannot clone or target field not free anymore -- do not clone */
8670         if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8671           Store[x][y] = EL_EMPTY;
8672       }
8673
8674       if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8675       {
8676         if (IS_MV_DIAGONAL(MovDir[x][y]))
8677         {
8678           int diagonal_move_dir = MovDir[x][y];
8679           int stored = Store[x][y];
8680           int change_delay = 8;
8681           int graphic;
8682
8683           /* android is moving diagonally */
8684
8685           CreateField(x, y, EL_DIAGONAL_SHRINKING);
8686
8687           Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8688           GfxElement[x][y] = EL_EMC_ANDROID;
8689           GfxAction[x][y] = ACTION_SHRINKING;
8690           GfxDir[x][y] = diagonal_move_dir;
8691           ChangeDelay[x][y] = change_delay;
8692
8693           graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8694                                    GfxDir[x][y]);
8695
8696           DrawLevelGraphicAnimation(x, y, graphic);
8697           PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8698
8699           if (Feld[newx][newy] == EL_ACID)
8700           {
8701             SplashAcid(newx, newy);
8702
8703             return;
8704           }
8705
8706           CreateField(newx, newy, EL_DIAGONAL_GROWING);
8707
8708           Store[newx][newy] = EL_EMC_ANDROID;
8709           GfxElement[newx][newy] = EL_EMC_ANDROID;
8710           GfxAction[newx][newy] = ACTION_GROWING;
8711           GfxDir[newx][newy] = diagonal_move_dir;
8712           ChangeDelay[newx][newy] = change_delay;
8713
8714           graphic = el_act_dir2img(GfxElement[newx][newy],
8715                                    GfxAction[newx][newy], GfxDir[newx][newy]);
8716
8717           DrawLevelGraphicAnimation(newx, newy, graphic);
8718           PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8719
8720           return;
8721         }
8722         else
8723         {
8724           Feld[newx][newy] = EL_EMPTY;
8725           TEST_DrawLevelField(newx, newy);
8726
8727           PlayLevelSoundAction(x, y, ACTION_DIGGING);
8728         }
8729       }
8730       else if (!IS_FREE(newx, newy))
8731       {
8732 #if 0
8733         if (IS_PLAYER(x, y))
8734           DrawPlayerField(x, y);
8735         else
8736           TEST_DrawLevelField(x, y);
8737 #endif
8738
8739         return;
8740       }
8741     }
8742     else if (IS_CUSTOM_ELEMENT(element) &&
8743              CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8744     {
8745 #if 1
8746       if (!DigFieldByCE(newx, newy, element))
8747         return;
8748 #else
8749       int new_element = Feld[newx][newy];
8750
8751       if (!IS_FREE(newx, newy))
8752       {
8753         int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
8754                       IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
8755                       ACTION_BREAKING);
8756
8757         /* no element can dig solid indestructible elements */
8758         if (IS_INDESTRUCTIBLE(new_element) &&
8759             !IS_DIGGABLE(new_element) &&
8760             !IS_COLLECTIBLE(new_element))
8761           return;
8762
8763         if (AmoebaNr[newx][newy] &&
8764             (new_element == EL_AMOEBA_FULL ||
8765              new_element == EL_BD_AMOEBA ||
8766              new_element == EL_AMOEBA_GROWING))
8767         {
8768           AmoebaCnt[AmoebaNr[newx][newy]]--;
8769           AmoebaCnt2[AmoebaNr[newx][newy]]--;
8770         }
8771
8772         if (IS_MOVING(newx, newy))
8773           RemoveMovingField(newx, newy);
8774         else
8775         {
8776           RemoveField(newx, newy);
8777           TEST_DrawLevelField(newx, newy);
8778         }
8779
8780         /* if digged element was about to explode, prevent the explosion */
8781         ExplodeField[newx][newy] = EX_TYPE_NONE;
8782
8783         PlayLevelSoundAction(x, y, action);
8784       }
8785
8786       Store[newx][newy] = EL_EMPTY;
8787
8788 #if 1
8789       /* this makes it possible to leave the removed element again */
8790       if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8791         Store[newx][newy] = new_element;
8792 #else
8793       if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8794       {
8795         int move_leave_element = element_info[element].move_leave_element;
8796
8797         /* this makes it possible to leave the removed element again */
8798         Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
8799                              new_element : move_leave_element);
8800       }
8801 #endif
8802
8803 #endif
8804
8805       if (move_pattern & MV_MAZE_RUNNER_STYLE)
8806       {
8807         RunnerVisit[x][y] = FrameCounter;
8808         PlayerVisit[x][y] /= 8;         /* expire player visit path */
8809       }
8810     }
8811     else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8812     {
8813       if (!IS_FREE(newx, newy))
8814       {
8815         if (IS_PLAYER(x, y))
8816           DrawPlayerField(x, y);
8817         else
8818           TEST_DrawLevelField(x, y);
8819
8820         return;
8821       }
8822       else
8823       {
8824         boolean wanna_flame = !RND(10);
8825         int dx = newx - x, dy = newy - y;
8826         int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8827         int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8828         int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8829                         MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8830         int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8831                         MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8832
8833         if ((wanna_flame ||
8834              IS_CLASSIC_ENEMY(element1) ||
8835              IS_CLASSIC_ENEMY(element2)) &&
8836             element1 != EL_DRAGON && element2 != EL_DRAGON &&
8837             element1 != EL_FLAMES && element2 != EL_FLAMES)
8838         {
8839           ResetGfxAnimation(x, y);
8840           GfxAction[x][y] = ACTION_ATTACKING;
8841
8842           if (IS_PLAYER(x, y))
8843             DrawPlayerField(x, y);
8844           else
8845             TEST_DrawLevelField(x, y);
8846
8847           PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8848
8849           MovDelay[x][y] = 50;
8850
8851           /* !!! */
8852 #if 0
8853           RemoveField(newx, newy);
8854 #endif
8855           Feld[newx][newy] = EL_FLAMES;
8856           if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8857           {
8858 #if 0
8859             RemoveField(newx1, newy1);
8860 #endif
8861             Feld[newx1][newy1] = EL_FLAMES;
8862           }
8863           if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8864           {
8865 #if 0
8866             RemoveField(newx2, newy2);
8867 #endif
8868             Feld[newx2][newy2] = EL_FLAMES;
8869           }
8870
8871           return;
8872         }
8873       }
8874     }
8875     else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8876              Feld[newx][newy] == EL_DIAMOND)
8877     {
8878       if (IS_MOVING(newx, newy))
8879         RemoveMovingField(newx, newy);
8880       else
8881       {
8882         Feld[newx][newy] = EL_EMPTY;
8883         TEST_DrawLevelField(newx, newy);
8884       }
8885
8886       PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8887     }
8888     else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8889              IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8890     {
8891       if (AmoebaNr[newx][newy])
8892       {
8893         AmoebaCnt2[AmoebaNr[newx][newy]]--;
8894         if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8895             Feld[newx][newy] == EL_BD_AMOEBA)
8896           AmoebaCnt[AmoebaNr[newx][newy]]--;
8897       }
8898
8899 #if 0
8900       /* !!! test !!! */
8901       if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
8902       {
8903         RemoveMovingField(newx, newy);
8904       }
8905 #else
8906       if (IS_MOVING(newx, newy))
8907       {
8908         RemoveMovingField(newx, newy);
8909       }
8910 #endif
8911       else
8912       {
8913         Feld[newx][newy] = EL_EMPTY;
8914         TEST_DrawLevelField(newx, newy);
8915       }
8916
8917       PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8918     }
8919     else if ((element == EL_PACMAN || element == EL_MOLE)
8920              && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8921     {
8922       if (AmoebaNr[newx][newy])
8923       {
8924         AmoebaCnt2[AmoebaNr[newx][newy]]--;
8925         if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8926             Feld[newx][newy] == EL_BD_AMOEBA)
8927           AmoebaCnt[AmoebaNr[newx][newy]]--;
8928       }
8929
8930       if (element == EL_MOLE)
8931       {
8932         Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8933         PlayLevelSound(x, y, SND_MOLE_DIGGING);
8934
8935         ResetGfxAnimation(x, y);
8936         GfxAction[x][y] = ACTION_DIGGING;
8937         TEST_DrawLevelField(x, y);
8938
8939         MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
8940
8941         return;                         /* wait for shrinking amoeba */
8942       }
8943       else      /* element == EL_PACMAN */
8944       {
8945         Feld[newx][newy] = EL_EMPTY;
8946         TEST_DrawLevelField(newx, newy);
8947         PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8948       }
8949     }
8950     else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8951              (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8952               (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8953     {
8954       /* wait for shrinking amoeba to completely disappear */
8955       return;
8956     }
8957     else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8958     {
8959       /* object was running against a wall */
8960
8961       TurnRound(x, y);
8962
8963 #if 0
8964       /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
8965       if (move_pattern & MV_ANY_DIRECTION &&
8966           move_pattern == MovDir[x][y])
8967       {
8968         int blocking_element =
8969           (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
8970
8971         CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
8972                                  MovDir[x][y]);
8973
8974         element = Feld[x][y];   /* element might have changed */
8975       }
8976 #endif
8977
8978       if (GFX_ELEMENT(element) != EL_SAND)     /* !!! FIX THIS (crumble) !!! */
8979         DrawLevelElementAnimation(x, y, element);
8980
8981       if (DONT_TOUCH(element))
8982         TestIfBadThingTouchesPlayer(x, y);
8983
8984       return;
8985     }
8986
8987     InitMovingField(x, y, MovDir[x][y]);
8988
8989     PlayLevelSoundAction(x, y, ACTION_MOVING);
8990   }
8991
8992   if (MovDir[x][y])
8993     ContinueMoving(x, y);
8994 }
8995
8996 void ContinueMoving(int x, int y)
8997 {
8998   int element = Feld[x][y];
8999   struct ElementInfo *ei = &element_info[element];
9000   int direction = MovDir[x][y];
9001   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9002   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
9003   int newx = x + dx, newy = y + dy;
9004   int stored = Store[x][y];
9005   int stored_new = Store[newx][newy];
9006   boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
9007   boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
9008   boolean last_line = (newy == lev_fieldy - 1);
9009
9010   MovPos[x][y] += getElementMoveStepsize(x, y);
9011
9012   if (pushed_by_player) /* special case: moving object pushed by player */
9013     MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
9014
9015   if (ABS(MovPos[x][y]) < TILEX)
9016   {
9017 #if 0
9018     int ee = Feld[x][y];
9019     int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9020     int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
9021
9022     printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
9023            x, y, ABS(MovPos[x][y]),
9024            ee, gg, ff,
9025            GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
9026 #endif
9027
9028     TEST_DrawLevelField(x, y);
9029
9030     return;     /* element is still moving */
9031   }
9032
9033   /* element reached destination field */
9034
9035   Feld[x][y] = EL_EMPTY;
9036   Feld[newx][newy] = element;
9037   MovPos[x][y] = 0;     /* force "not moving" for "crumbled sand" */
9038
9039   if (Store[x][y] == EL_ACID)   /* element is moving into acid pool */
9040   {
9041     element = Feld[newx][newy] = EL_ACID;
9042   }
9043   else if (element == EL_MOLE)
9044   {
9045     Feld[x][y] = EL_SAND;
9046
9047     TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9048   }
9049   else if (element == EL_QUICKSAND_FILLING)
9050   {
9051     element = Feld[newx][newy] = get_next_element(element);
9052     Store[newx][newy] = Store[x][y];
9053   }
9054   else if (element == EL_QUICKSAND_EMPTYING)
9055   {
9056     Feld[x][y] = get_next_element(element);
9057     element = Feld[newx][newy] = Store[x][y];
9058   }
9059   else if (element == EL_QUICKSAND_FAST_FILLING)
9060   {
9061     element = Feld[newx][newy] = get_next_element(element);
9062     Store[newx][newy] = Store[x][y];
9063   }
9064   else if (element == EL_QUICKSAND_FAST_EMPTYING)
9065   {
9066     Feld[x][y] = get_next_element(element);
9067     element = Feld[newx][newy] = Store[x][y];
9068   }
9069   else if (element == EL_MAGIC_WALL_FILLING)
9070   {
9071     element = Feld[newx][newy] = get_next_element(element);
9072     if (!game.magic_wall_active)
9073       element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
9074     Store[newx][newy] = Store[x][y];
9075   }
9076   else if (element == EL_MAGIC_WALL_EMPTYING)
9077   {
9078     Feld[x][y] = get_next_element(element);
9079     if (!game.magic_wall_active)
9080       Feld[x][y] = EL_MAGIC_WALL_DEAD;
9081     element = Feld[newx][newy] = Store[x][y];
9082
9083 #if USE_NEW_CUSTOM_VALUE
9084     InitField(newx, newy, FALSE);
9085 #endif
9086   }
9087   else if (element == EL_BD_MAGIC_WALL_FILLING)
9088   {
9089     element = Feld[newx][newy] = get_next_element(element);
9090     if (!game.magic_wall_active)
9091       element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
9092     Store[newx][newy] = Store[x][y];
9093   }
9094   else if (element == EL_BD_MAGIC_WALL_EMPTYING)
9095   {
9096     Feld[x][y] = get_next_element(element);
9097     if (!game.magic_wall_active)
9098       Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
9099     element = Feld[newx][newy] = Store[x][y];
9100
9101 #if USE_NEW_CUSTOM_VALUE
9102     InitField(newx, newy, FALSE);
9103 #endif
9104   }
9105   else if (element == EL_DC_MAGIC_WALL_FILLING)
9106   {
9107     element = Feld[newx][newy] = get_next_element(element);
9108     if (!game.magic_wall_active)
9109       element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
9110     Store[newx][newy] = Store[x][y];
9111   }
9112   else if (element == EL_DC_MAGIC_WALL_EMPTYING)
9113   {
9114     Feld[x][y] = get_next_element(element);
9115     if (!game.magic_wall_active)
9116       Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
9117     element = Feld[newx][newy] = Store[x][y];
9118
9119 #if USE_NEW_CUSTOM_VALUE
9120     InitField(newx, newy, FALSE);
9121 #endif
9122   }
9123   else if (element == EL_AMOEBA_DROPPING)
9124   {
9125     Feld[x][y] = get_next_element(element);
9126     element = Feld[newx][newy] = Store[x][y];
9127   }
9128   else if (element == EL_SOKOBAN_OBJECT)
9129   {
9130     if (Back[x][y])
9131       Feld[x][y] = Back[x][y];
9132
9133     if (Back[newx][newy])
9134       Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
9135
9136     Back[x][y] = Back[newx][newy] = 0;
9137   }
9138
9139   Store[x][y] = EL_EMPTY;
9140   MovPos[x][y] = 0;
9141   MovDir[x][y] = 0;
9142   MovDelay[x][y] = 0;
9143
9144   MovDelay[newx][newy] = 0;
9145
9146   if (CAN_CHANGE_OR_HAS_ACTION(element))
9147   {
9148     /* copy element change control values to new field */
9149     ChangeDelay[newx][newy] = ChangeDelay[x][y];
9150     ChangePage[newx][newy]  = ChangePage[x][y];
9151     ChangeCount[newx][newy] = ChangeCount[x][y];
9152     ChangeEvent[newx][newy] = ChangeEvent[x][y];
9153   }
9154
9155 #if USE_NEW_CUSTOM_VALUE
9156   CustomValue[newx][newy] = CustomValue[x][y];
9157 #endif
9158
9159   ChangeDelay[x][y] = 0;
9160   ChangePage[x][y] = -1;
9161   ChangeCount[x][y] = 0;
9162   ChangeEvent[x][y] = -1;
9163
9164 #if USE_NEW_CUSTOM_VALUE
9165   CustomValue[x][y] = 0;
9166 #endif
9167
9168   /* copy animation control values to new field */
9169   GfxFrame[newx][newy]  = GfxFrame[x][y];
9170   GfxRandom[newx][newy] = GfxRandom[x][y];      /* keep same random value */
9171   GfxAction[newx][newy] = GfxAction[x][y];      /* keep action one frame  */
9172   GfxDir[newx][newy]    = GfxDir[x][y];         /* keep element direction */
9173
9174   Pushed[x][y] = Pushed[newx][newy] = FALSE;
9175
9176   /* some elements can leave other elements behind after moving */
9177 #if 1
9178   if (ei->move_leave_element != EL_EMPTY &&
9179       (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
9180       (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
9181 #else
9182   if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
9183       (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
9184       (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
9185 #endif
9186   {
9187     int move_leave_element = ei->move_leave_element;
9188
9189 #if 1
9190 #if 1
9191     /* this makes it possible to leave the removed element again */
9192     if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
9193       move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
9194 #else
9195     /* this makes it possible to leave the removed element again */
9196     if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
9197       move_leave_element = stored;
9198 #endif
9199 #else
9200     /* this makes it possible to leave the removed element again */
9201     if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
9202         ei->move_leave_element == EL_TRIGGER_ELEMENT)
9203       move_leave_element = stored;
9204 #endif
9205
9206     Feld[x][y] = move_leave_element;
9207
9208     if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
9209       MovDir[x][y] = direction;
9210
9211     InitField(x, y, FALSE);
9212
9213     if (GFX_CRUMBLED(Feld[x][y]))
9214       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9215
9216     if (ELEM_IS_PLAYER(move_leave_element))
9217       RelocatePlayer(x, y, move_leave_element);
9218   }
9219
9220   /* do this after checking for left-behind element */
9221   ResetGfxAnimation(x, y);      /* reset animation values for old field */
9222
9223   if (!CAN_MOVE(element) ||
9224       (CAN_FALL(element) && direction == MV_DOWN &&
9225        (element == EL_SPRING ||
9226         element_info[element].move_pattern == MV_WHEN_PUSHED ||
9227         element_info[element].move_pattern == MV_WHEN_DROPPED)))
9228     GfxDir[x][y] = MovDir[newx][newy] = 0;
9229
9230   TEST_DrawLevelField(x, y);
9231   TEST_DrawLevelField(newx, newy);
9232
9233   Stop[newx][newy] = TRUE;      /* ignore this element until the next frame */
9234
9235   /* prevent pushed element from moving on in pushed direction */
9236   if (pushed_by_player && CAN_MOVE(element) &&
9237       element_info[element].move_pattern & MV_ANY_DIRECTION &&
9238       !(element_info[element].move_pattern & direction))
9239     TurnRound(newx, newy);
9240
9241   /* prevent elements on conveyor belt from moving on in last direction */
9242   if (pushed_by_conveyor && CAN_FALL(element) &&
9243       direction & MV_HORIZONTAL)
9244     MovDir[newx][newy] = 0;
9245
9246   if (!pushed_by_player)
9247   {
9248     int nextx = newx + dx, nexty = newy + dy;
9249     boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
9250
9251     WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
9252
9253     if (CAN_FALL(element) && direction == MV_DOWN)
9254       WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
9255
9256     if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
9257       CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
9258
9259 #if USE_FIX_IMPACT_COLLISION
9260     if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
9261       CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
9262 #endif
9263   }
9264
9265   if (DONT_TOUCH(element))      /* object may be nasty to player or others */
9266   {
9267     TestIfBadThingTouchesPlayer(newx, newy);
9268     TestIfBadThingTouchesFriend(newx, newy);
9269
9270     if (!IS_CUSTOM_ELEMENT(element))
9271       TestIfBadThingTouchesOtherBadThing(newx, newy);
9272   }
9273   else if (element == EL_PENGUIN)
9274     TestIfFriendTouchesBadThing(newx, newy);
9275
9276   if (DONT_GET_HIT_BY(element))
9277   {
9278     TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
9279   }
9280
9281   /* give the player one last chance (one more frame) to move away */
9282   if (CAN_FALL(element) && direction == MV_DOWN &&
9283       (last_line || (!IS_FREE(x, newy + 1) &&
9284                      (!IS_PLAYER(x, newy + 1) ||
9285                       game.engine_version < VERSION_IDENT(3,1,1,0)))))
9286     Impact(x, newy);
9287
9288   if (pushed_by_player && !game.use_change_when_pushing_bug)
9289   {
9290     int push_side = MV_DIR_OPPOSITE(direction);
9291     struct PlayerInfo *player = PLAYERINFO(x, y);
9292
9293     CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
9294                                player->index_bit, push_side);
9295     CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
9296                                         player->index_bit, push_side);
9297   }
9298
9299   if (element == EL_EMC_ANDROID && pushed_by_player)    /* make another move */
9300     MovDelay[newx][newy] = 1;
9301
9302   CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
9303
9304   TestIfElementTouchesCustomElement(x, y);      /* empty or new element */
9305
9306 #if 0
9307   if (ChangePage[newx][newy] != -1)             /* delayed change */
9308   {
9309     int page = ChangePage[newx][newy];
9310     struct ElementChangeInfo *change = &ei->change_page[page];
9311
9312     ChangePage[newx][newy] = -1;
9313
9314     if (change->can_change)
9315     {
9316       if (ChangeElement(newx, newy, element, page))
9317       {
9318         if (change->post_change_function)
9319           change->post_change_function(newx, newy);
9320       }
9321     }
9322
9323     if (change->has_action)
9324       ExecuteCustomElementAction(newx, newy, element, page);
9325   }
9326 #endif
9327
9328   TestIfElementHitsCustomElement(newx, newy, direction);
9329   TestIfPlayerTouchesCustomElement(newx, newy);
9330   TestIfElementTouchesCustomElement(newx, newy);
9331
9332   if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
9333       IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
9334     CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
9335                              MV_DIR_OPPOSITE(direction));
9336 }
9337
9338 int AmoebeNachbarNr(int ax, int ay)
9339 {
9340   int i;
9341   int element = Feld[ax][ay];
9342   int group_nr = 0;
9343   static int xy[4][2] =
9344   {
9345     { 0, -1 },
9346     { -1, 0 },
9347     { +1, 0 },
9348     { 0, +1 }
9349   };
9350
9351   for (i = 0; i < NUM_DIRECTIONS; i++)
9352   {
9353     int x = ax + xy[i][0];
9354     int y = ay + xy[i][1];
9355
9356     if (!IN_LEV_FIELD(x, y))
9357       continue;
9358
9359     if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
9360       group_nr = AmoebaNr[x][y];
9361   }
9362
9363   return group_nr;
9364 }
9365
9366 void AmoebenVereinigen(int ax, int ay)
9367 {
9368   int i, x, y, xx, yy;
9369   int new_group_nr = AmoebaNr[ax][ay];
9370   static int xy[4][2] =
9371   {
9372     { 0, -1 },
9373     { -1, 0 },
9374     { +1, 0 },
9375     { 0, +1 }
9376   };
9377
9378   if (new_group_nr == 0)
9379     return;
9380
9381   for (i = 0; i < NUM_DIRECTIONS; i++)
9382   {
9383     x = ax + xy[i][0];
9384     y = ay + xy[i][1];
9385
9386     if (!IN_LEV_FIELD(x, y))
9387       continue;
9388
9389     if ((Feld[x][y] == EL_AMOEBA_FULL ||
9390          Feld[x][y] == EL_BD_AMOEBA ||
9391          Feld[x][y] == EL_AMOEBA_DEAD) &&
9392         AmoebaNr[x][y] != new_group_nr)
9393     {
9394       int old_group_nr = AmoebaNr[x][y];
9395
9396       if (old_group_nr == 0)
9397         return;
9398
9399       AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9400       AmoebaCnt[old_group_nr] = 0;
9401       AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9402       AmoebaCnt2[old_group_nr] = 0;
9403
9404       SCAN_PLAYFIELD(xx, yy)
9405       {
9406         if (AmoebaNr[xx][yy] == old_group_nr)
9407           AmoebaNr[xx][yy] = new_group_nr;
9408       }
9409     }
9410   }
9411 }
9412
9413 void AmoebeUmwandeln(int ax, int ay)
9414 {
9415   int i, x, y;
9416
9417   if (Feld[ax][ay] == EL_AMOEBA_DEAD)
9418   {
9419     int group_nr = AmoebaNr[ax][ay];
9420
9421 #ifdef DEBUG
9422     if (group_nr == 0)
9423     {
9424       printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
9425       printf("AmoebeUmwandeln(): This should never happen!\n");
9426       return;
9427     }
9428 #endif
9429
9430     SCAN_PLAYFIELD(x, y)
9431     {
9432       if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9433       {
9434         AmoebaNr[x][y] = 0;
9435         Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
9436       }
9437     }
9438
9439     PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9440                             SND_AMOEBA_TURNING_TO_GEM :
9441                             SND_AMOEBA_TURNING_TO_ROCK));
9442     Bang(ax, ay);
9443   }
9444   else
9445   {
9446     static int xy[4][2] =
9447     {
9448       { 0, -1 },
9449       { -1, 0 },
9450       { +1, 0 },
9451       { 0, +1 }
9452     };
9453
9454     for (i = 0; i < NUM_DIRECTIONS; i++)
9455     {
9456       x = ax + xy[i][0];
9457       y = ay + xy[i][1];
9458
9459       if (!IN_LEV_FIELD(x, y))
9460         continue;
9461
9462       if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
9463       {
9464         PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9465                               SND_AMOEBA_TURNING_TO_GEM :
9466                               SND_AMOEBA_TURNING_TO_ROCK));
9467         Bang(x, y);
9468       }
9469     }
9470   }
9471 }
9472
9473 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
9474 {
9475   int x, y;
9476   int group_nr = AmoebaNr[ax][ay];
9477   boolean done = FALSE;
9478
9479 #ifdef DEBUG
9480   if (group_nr == 0)
9481   {
9482     printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
9483     printf("AmoebeUmwandelnBD(): This should never happen!\n");
9484     return;
9485   }
9486 #endif
9487
9488   SCAN_PLAYFIELD(x, y)
9489   {
9490     if (AmoebaNr[x][y] == group_nr &&
9491         (Feld[x][y] == EL_AMOEBA_DEAD ||
9492          Feld[x][y] == EL_BD_AMOEBA ||
9493          Feld[x][y] == EL_AMOEBA_GROWING))
9494     {
9495       AmoebaNr[x][y] = 0;
9496       Feld[x][y] = new_element;
9497       InitField(x, y, FALSE);
9498       TEST_DrawLevelField(x, y);
9499       done = TRUE;
9500     }
9501   }
9502
9503   if (done)
9504     PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9505                             SND_BD_AMOEBA_TURNING_TO_ROCK :
9506                             SND_BD_AMOEBA_TURNING_TO_GEM));
9507 }
9508
9509 void AmoebeWaechst(int x, int y)
9510 {
9511   static unsigned long sound_delay = 0;
9512   static unsigned long sound_delay_value = 0;
9513
9514   if (!MovDelay[x][y])          /* start new growing cycle */
9515   {
9516     MovDelay[x][y] = 7;
9517
9518     if (DelayReached(&sound_delay, sound_delay_value))
9519     {
9520       PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9521       sound_delay_value = 30;
9522     }
9523   }
9524
9525   if (MovDelay[x][y])           /* wait some time before growing bigger */
9526   {
9527     MovDelay[x][y]--;
9528     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9529     {
9530       int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9531                                            6 - MovDelay[x][y]);
9532
9533       DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
9534     }
9535
9536     if (!MovDelay[x][y])
9537     {
9538       Feld[x][y] = Store[x][y];
9539       Store[x][y] = 0;
9540       TEST_DrawLevelField(x, y);
9541     }
9542   }
9543 }
9544
9545 void AmoebaDisappearing(int x, int y)
9546 {
9547   static unsigned long sound_delay = 0;
9548   static unsigned long sound_delay_value = 0;
9549
9550   if (!MovDelay[x][y])          /* start new shrinking cycle */
9551   {
9552     MovDelay[x][y] = 7;
9553
9554     if (DelayReached(&sound_delay, sound_delay_value))
9555       sound_delay_value = 30;
9556   }
9557
9558   if (MovDelay[x][y])           /* wait some time before shrinking */
9559   {
9560     MovDelay[x][y]--;
9561     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9562     {
9563       int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9564                                            6 - MovDelay[x][y]);
9565
9566       DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
9567     }
9568
9569     if (!MovDelay[x][y])
9570     {
9571       Feld[x][y] = EL_EMPTY;
9572       TEST_DrawLevelField(x, y);
9573
9574       /* don't let mole enter this field in this cycle;
9575          (give priority to objects falling to this field from above) */
9576       Stop[x][y] = TRUE;
9577     }
9578   }
9579 }
9580
9581 void AmoebeAbleger(int ax, int ay)
9582 {
9583   int i;
9584   int element = Feld[ax][ay];
9585   int graphic = el2img(element);
9586   int newax = ax, neway = ay;
9587   boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9588   static int xy[4][2] =
9589   {
9590     { 0, -1 },
9591     { -1, 0 },
9592     { +1, 0 },
9593     { 0, +1 }
9594   };
9595
9596   if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9597   {
9598     Feld[ax][ay] = EL_AMOEBA_DEAD;
9599     TEST_DrawLevelField(ax, ay);
9600     return;
9601   }
9602
9603   if (IS_ANIMATED(graphic))
9604     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9605
9606   if (!MovDelay[ax][ay])        /* start making new amoeba field */
9607     MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9608
9609   if (MovDelay[ax][ay])         /* wait some time before making new amoeba */
9610   {
9611     MovDelay[ax][ay]--;
9612     if (MovDelay[ax][ay])
9613       return;
9614   }
9615
9616   if (can_drop)                 /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
9617   {
9618     int start = RND(4);
9619     int x = ax + xy[start][0];
9620     int y = ay + xy[start][1];
9621
9622     if (!IN_LEV_FIELD(x, y))
9623       return;
9624
9625     if (IS_FREE(x, y) ||
9626         CAN_GROW_INTO(Feld[x][y]) ||
9627         Feld[x][y] == EL_QUICKSAND_EMPTY ||
9628         Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9629     {
9630       newax = x;
9631       neway = y;
9632     }
9633
9634     if (newax == ax && neway == ay)
9635       return;
9636   }
9637   else                          /* normal or "filled" (BD style) amoeba */
9638   {
9639     int start = RND(4);
9640     boolean waiting_for_player = FALSE;
9641
9642     for (i = 0; i < NUM_DIRECTIONS; i++)
9643     {
9644       int j = (start + i) % 4;
9645       int x = ax + xy[j][0];
9646       int y = ay + xy[j][1];
9647
9648       if (!IN_LEV_FIELD(x, y))
9649         continue;
9650
9651       if (IS_FREE(x, y) ||
9652           CAN_GROW_INTO(Feld[x][y]) ||
9653           Feld[x][y] == EL_QUICKSAND_EMPTY ||
9654           Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9655       {
9656         newax = x;
9657         neway = y;
9658         break;
9659       }
9660       else if (IS_PLAYER(x, y))
9661         waiting_for_player = TRUE;
9662     }
9663
9664     if (newax == ax && neway == ay)             /* amoeba cannot grow */
9665     {
9666       if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9667       {
9668         Feld[ax][ay] = EL_AMOEBA_DEAD;
9669         TEST_DrawLevelField(ax, ay);
9670         AmoebaCnt[AmoebaNr[ax][ay]]--;
9671
9672         if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0)   /* amoeba is completely dead */
9673         {
9674           if (element == EL_AMOEBA_FULL)
9675             AmoebeUmwandeln(ax, ay);
9676           else if (element == EL_BD_AMOEBA)
9677             AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
9678         }
9679       }
9680       return;
9681     }
9682     else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9683     {
9684       /* amoeba gets larger by growing in some direction */
9685
9686       int new_group_nr = AmoebaNr[ax][ay];
9687
9688 #ifdef DEBUG
9689   if (new_group_nr == 0)
9690   {
9691     printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
9692     printf("AmoebeAbleger(): This should never happen!\n");
9693     return;
9694   }
9695 #endif
9696
9697       AmoebaNr[newax][neway] = new_group_nr;
9698       AmoebaCnt[new_group_nr]++;
9699       AmoebaCnt2[new_group_nr]++;
9700
9701       /* if amoeba touches other amoeba(s) after growing, unify them */
9702       AmoebenVereinigen(newax, neway);
9703
9704       if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9705       {
9706         AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
9707         return;
9708       }
9709     }
9710   }
9711
9712   if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9713       (neway == lev_fieldy - 1 && newax != ax))
9714   {
9715     Feld[newax][neway] = EL_AMOEBA_GROWING;     /* creation of new amoeba */
9716     Store[newax][neway] = element;
9717   }
9718   else if (neway == ay || element == EL_EMC_DRIPPER)
9719   {
9720     Feld[newax][neway] = EL_AMOEBA_DROP;        /* drop left/right of amoeba */
9721
9722     PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9723   }
9724   else
9725   {
9726     InitMovingField(ax, ay, MV_DOWN);           /* drop dripping from amoeba */
9727     Feld[ax][ay] = EL_AMOEBA_DROPPING;
9728     Store[ax][ay] = EL_AMOEBA_DROP;
9729     ContinueMoving(ax, ay);
9730     return;
9731   }
9732
9733   TEST_DrawLevelField(newax, neway);
9734 }
9735
9736 void Life(int ax, int ay)
9737 {
9738   int x1, y1, x2, y2;
9739   int life_time = 40;
9740   int element = Feld[ax][ay];
9741   int graphic = el2img(element);
9742   int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9743                          level.biomaze);
9744   boolean changed = FALSE;
9745
9746   if (IS_ANIMATED(graphic))
9747     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9748
9749   if (Stop[ax][ay])
9750     return;
9751
9752   if (!MovDelay[ax][ay])        /* start new "game of life" cycle */
9753     MovDelay[ax][ay] = life_time;
9754
9755   if (MovDelay[ax][ay])         /* wait some time before next cycle */
9756   {
9757     MovDelay[ax][ay]--;
9758     if (MovDelay[ax][ay])
9759       return;
9760   }
9761
9762   for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9763   {
9764     int xx = ax+x1, yy = ay+y1;
9765     int nachbarn = 0;
9766
9767     if (!IN_LEV_FIELD(xx, yy))
9768       continue;
9769
9770     for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9771     {
9772       int x = xx+x2, y = yy+y2;
9773
9774       if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9775         continue;
9776
9777       if (((Feld[x][y] == element ||
9778             (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
9779            !Stop[x][y]) ||
9780           (IS_FREE(x, y) && Stop[x][y]))
9781         nachbarn++;
9782     }
9783
9784     if (xx == ax && yy == ay)           /* field in the middle */
9785     {
9786       if (nachbarn < life_parameter[0] ||
9787           nachbarn > life_parameter[1])
9788       {
9789         Feld[xx][yy] = EL_EMPTY;
9790         if (!Stop[xx][yy])
9791           TEST_DrawLevelField(xx, yy);
9792         Stop[xx][yy] = TRUE;
9793         changed = TRUE;
9794       }
9795     }
9796     else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
9797     {                                   /* free border field */
9798       if (nachbarn >= life_parameter[2] &&
9799           nachbarn <= life_parameter[3])
9800       {
9801         Feld[xx][yy] = element;
9802         MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9803         if (!Stop[xx][yy])
9804           TEST_DrawLevelField(xx, yy);
9805         Stop[xx][yy] = TRUE;
9806         changed = TRUE;
9807       }
9808     }
9809   }
9810
9811   if (changed)
9812     PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9813                    SND_GAME_OF_LIFE_GROWING);
9814 }
9815
9816 static void InitRobotWheel(int x, int y)
9817 {
9818   ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9819 }
9820
9821 static void RunRobotWheel(int x, int y)
9822 {
9823   PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9824 }
9825
9826 static void StopRobotWheel(int x, int y)
9827 {
9828   if (ZX == x && ZY == y)
9829   {
9830     ZX = ZY = -1;
9831
9832     game.robot_wheel_active = FALSE;
9833   }
9834 }
9835
9836 static void InitTimegateWheel(int x, int y)
9837 {
9838   ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9839 }
9840
9841 static void RunTimegateWheel(int x, int y)
9842 {
9843   PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9844 }
9845
9846 static void InitMagicBallDelay(int x, int y)
9847 {
9848 #if 1
9849   ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9850 #else
9851   ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
9852 #endif
9853 }
9854
9855 static void ActivateMagicBall(int bx, int by)
9856 {
9857   int x, y;
9858
9859   if (level.ball_random)
9860   {
9861     int pos_border = RND(8);    /* select one of the eight border elements */
9862     int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9863     int xx = pos_content % 3;
9864     int yy = pos_content / 3;
9865
9866     x = bx - 1 + xx;
9867     y = by - 1 + yy;
9868
9869     if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9870       CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9871   }
9872   else
9873   {
9874     for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9875     {
9876       int xx = x - bx + 1;
9877       int yy = y - by + 1;
9878
9879       if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9880         CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9881     }
9882   }
9883
9884   game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9885 }
9886
9887 void CheckExit(int x, int y)
9888 {
9889   if (local_player->gems_still_needed > 0 ||
9890       local_player->sokobanfields_still_needed > 0 ||
9891       local_player->lights_still_needed > 0)
9892   {
9893     int element = Feld[x][y];
9894     int graphic = el2img(element);
9895
9896     if (IS_ANIMATED(graphic))
9897       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9898
9899     return;
9900   }
9901
9902   if (AllPlayersGone)   /* do not re-open exit door closed after last player */
9903     return;
9904
9905   Feld[x][y] = EL_EXIT_OPENING;
9906
9907   PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9908 }
9909
9910 void CheckExitEM(int x, int y)
9911 {
9912   if (local_player->gems_still_needed > 0 ||
9913       local_player->sokobanfields_still_needed > 0 ||
9914       local_player->lights_still_needed > 0)
9915   {
9916     int element = Feld[x][y];
9917     int graphic = el2img(element);
9918
9919     if (IS_ANIMATED(graphic))
9920       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9921
9922     return;
9923   }
9924
9925   if (AllPlayersGone)   /* do not re-open exit door closed after last player */
9926     return;
9927
9928   Feld[x][y] = EL_EM_EXIT_OPENING;
9929
9930   PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9931 }
9932
9933 void CheckExitSteel(int x, int y)
9934 {
9935   if (local_player->gems_still_needed > 0 ||
9936       local_player->sokobanfields_still_needed > 0 ||
9937       local_player->lights_still_needed > 0)
9938   {
9939     int element = Feld[x][y];
9940     int graphic = el2img(element);
9941
9942     if (IS_ANIMATED(graphic))
9943       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9944
9945     return;
9946   }
9947
9948   if (AllPlayersGone)   /* do not re-open exit door closed after last player */
9949     return;
9950
9951   Feld[x][y] = EL_STEEL_EXIT_OPENING;
9952
9953   PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9954 }
9955
9956 void CheckExitSteelEM(int x, int y)
9957 {
9958   if (local_player->gems_still_needed > 0 ||
9959       local_player->sokobanfields_still_needed > 0 ||
9960       local_player->lights_still_needed > 0)
9961   {
9962     int element = Feld[x][y];
9963     int graphic = el2img(element);
9964
9965     if (IS_ANIMATED(graphic))
9966       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9967
9968     return;
9969   }
9970
9971   if (AllPlayersGone)   /* do not re-open exit door closed after last player */
9972     return;
9973
9974   Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9975
9976   PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9977 }
9978
9979 void CheckExitSP(int x, int y)
9980 {
9981   if (local_player->gems_still_needed > 0)
9982   {
9983     int element = Feld[x][y];
9984     int graphic = el2img(element);
9985
9986     if (IS_ANIMATED(graphic))
9987       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9988
9989     return;
9990   }
9991
9992   if (AllPlayersGone)   /* do not re-open exit door closed after last player */
9993     return;
9994
9995   Feld[x][y] = EL_SP_EXIT_OPENING;
9996
9997   PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9998 }
9999
10000 static void CloseAllOpenTimegates()
10001 {
10002   int x, y;
10003
10004   SCAN_PLAYFIELD(x, y)
10005   {
10006     int element = Feld[x][y];
10007
10008     if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
10009     {
10010       Feld[x][y] = EL_TIMEGATE_CLOSING;
10011
10012       PlayLevelSoundAction(x, y, ACTION_CLOSING);
10013     }
10014   }
10015 }
10016
10017 void DrawTwinkleOnField(int x, int y)
10018 {
10019   if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
10020     return;
10021
10022   if (Feld[x][y] == EL_BD_DIAMOND)
10023     return;
10024
10025   if (MovDelay[x][y] == 0)      /* next animation frame */
10026     MovDelay[x][y] = 11 * !GetSimpleRandom(500);
10027
10028   if (MovDelay[x][y] != 0)      /* wait some time before next frame */
10029   {
10030     MovDelay[x][y]--;
10031
10032     DrawLevelElementAnimation(x, y, Feld[x][y]);
10033
10034     if (MovDelay[x][y] != 0)
10035     {
10036       int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
10037                                            10 - MovDelay[x][y]);
10038
10039       DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
10040     }
10041   }
10042 }
10043
10044 void MauerWaechst(int x, int y)
10045 {
10046   int delay = 6;
10047
10048   if (!MovDelay[x][y])          /* next animation frame */
10049     MovDelay[x][y] = 3 * delay;
10050
10051   if (MovDelay[x][y])           /* wait some time before next frame */
10052   {
10053     MovDelay[x][y]--;
10054
10055     if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
10056     {
10057       int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
10058       int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
10059
10060       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
10061     }
10062
10063     if (!MovDelay[x][y])
10064     {
10065       if (MovDir[x][y] == MV_LEFT)
10066       {
10067         if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
10068           TEST_DrawLevelField(x - 1, y);
10069       }
10070       else if (MovDir[x][y] == MV_RIGHT)
10071       {
10072         if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
10073           TEST_DrawLevelField(x + 1, y);
10074       }
10075       else if (MovDir[x][y] == MV_UP)
10076       {
10077         if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
10078           TEST_DrawLevelField(x, y - 1);
10079       }
10080       else
10081       {
10082         if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
10083           TEST_DrawLevelField(x, y + 1);
10084       }
10085
10086       Feld[x][y] = Store[x][y];
10087       Store[x][y] = 0;
10088       GfxDir[x][y] = MovDir[x][y] = MV_NONE;
10089       TEST_DrawLevelField(x, y);
10090     }
10091   }
10092 }
10093
10094 void MauerAbleger(int ax, int ay)
10095 {
10096   int element = Feld[ax][ay];
10097   int graphic = el2img(element);
10098   boolean oben_frei = FALSE, unten_frei = FALSE;
10099   boolean links_frei = FALSE, rechts_frei = FALSE;
10100   boolean oben_massiv = FALSE, unten_massiv = FALSE;
10101   boolean links_massiv = FALSE, rechts_massiv = FALSE;
10102   boolean new_wall = FALSE;
10103
10104   if (IS_ANIMATED(graphic))
10105     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
10106
10107   if (!MovDelay[ax][ay])        /* start building new wall */
10108     MovDelay[ax][ay] = 6;
10109
10110   if (MovDelay[ax][ay])         /* wait some time before building new wall */
10111   {
10112     MovDelay[ax][ay]--;
10113     if (MovDelay[ax][ay])
10114       return;
10115   }
10116
10117   if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
10118     oben_frei = TRUE;
10119   if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
10120     unten_frei = TRUE;
10121   if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
10122     links_frei = TRUE;
10123   if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
10124     rechts_frei = TRUE;
10125
10126   if (element == EL_EXPANDABLE_WALL_VERTICAL ||
10127       element == EL_EXPANDABLE_WALL_ANY)
10128   {
10129     if (oben_frei)
10130     {
10131       Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
10132       Store[ax][ay-1] = element;
10133       GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
10134       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
10135         DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
10136                     IMG_EXPANDABLE_WALL_GROWING_UP, 0);
10137       new_wall = TRUE;
10138     }
10139     if (unten_frei)
10140     {
10141       Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
10142       Store[ax][ay+1] = element;
10143       GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
10144       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
10145         DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
10146                     IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
10147       new_wall = TRUE;
10148     }
10149   }
10150
10151   if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
10152       element == EL_EXPANDABLE_WALL_ANY ||
10153       element == EL_EXPANDABLE_WALL ||
10154       element == EL_BD_EXPANDABLE_WALL)
10155   {
10156     if (links_frei)
10157     {
10158       Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
10159       Store[ax-1][ay] = element;
10160       GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
10161       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
10162         DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
10163                     IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
10164       new_wall = TRUE;
10165     }
10166
10167     if (rechts_frei)
10168     {
10169       Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
10170       Store[ax+1][ay] = element;
10171       GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
10172       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
10173         DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
10174                     IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
10175       new_wall = TRUE;
10176     }
10177   }
10178
10179   if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
10180     TEST_DrawLevelField(ax, ay);
10181
10182   if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
10183     oben_massiv = TRUE;
10184   if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
10185     unten_massiv = TRUE;
10186   if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
10187     links_massiv = TRUE;
10188   if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
10189     rechts_massiv = TRUE;
10190
10191   if (((oben_massiv && unten_massiv) ||
10192        element == EL_EXPANDABLE_WALL_HORIZONTAL ||
10193        element == EL_EXPANDABLE_WALL) &&
10194       ((links_massiv && rechts_massiv) ||
10195        element == EL_EXPANDABLE_WALL_VERTICAL))
10196     Feld[ax][ay] = EL_WALL;
10197
10198   if (new_wall)
10199     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
10200 }
10201
10202 void MauerAblegerStahl(int ax, int ay)
10203 {
10204   int element = Feld[ax][ay];
10205   int graphic = el2img(element);
10206   boolean oben_frei = FALSE, unten_frei = FALSE;
10207   boolean links_frei = FALSE, rechts_frei = FALSE;
10208   boolean oben_massiv = FALSE, unten_massiv = FALSE;
10209   boolean links_massiv = FALSE, rechts_massiv = FALSE;
10210   boolean new_wall = FALSE;
10211
10212   if (IS_ANIMATED(graphic))
10213     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
10214
10215   if (!MovDelay[ax][ay])        /* start building new wall */
10216     MovDelay[ax][ay] = 6;
10217
10218   if (MovDelay[ax][ay])         /* wait some time before building new wall */
10219   {
10220     MovDelay[ax][ay]--;
10221     if (MovDelay[ax][ay])
10222       return;
10223   }
10224
10225   if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
10226     oben_frei = TRUE;
10227   if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
10228     unten_frei = TRUE;
10229   if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
10230     links_frei = TRUE;
10231   if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
10232     rechts_frei = TRUE;
10233
10234   if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
10235       element == EL_EXPANDABLE_STEELWALL_ANY)
10236   {
10237     if (oben_frei)
10238     {
10239       Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
10240       Store[ax][ay-1] = element;
10241       GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
10242       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
10243         DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
10244                     IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
10245       new_wall = TRUE;
10246     }
10247     if (unten_frei)
10248     {
10249       Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
10250       Store[ax][ay+1] = element;
10251       GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
10252       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
10253         DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
10254                     IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
10255       new_wall = TRUE;
10256     }
10257   }
10258
10259   if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
10260       element == EL_EXPANDABLE_STEELWALL_ANY)
10261   {
10262     if (links_frei)
10263     {
10264       Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
10265       Store[ax-1][ay] = element;
10266       GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
10267       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
10268         DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
10269                     IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
10270       new_wall = TRUE;
10271     }
10272
10273     if (rechts_frei)
10274     {
10275       Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
10276       Store[ax+1][ay] = element;
10277       GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
10278       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
10279         DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
10280                     IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
10281       new_wall = TRUE;
10282     }
10283   }
10284
10285   if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
10286     oben_massiv = TRUE;
10287   if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
10288     unten_massiv = TRUE;
10289   if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
10290     links_massiv = TRUE;
10291   if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
10292     rechts_massiv = TRUE;
10293
10294   if (((oben_massiv && unten_massiv) ||
10295        element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
10296       ((links_massiv && rechts_massiv) ||
10297        element == EL_EXPANDABLE_STEELWALL_VERTICAL))
10298     Feld[ax][ay] = EL_STEELWALL;
10299
10300   if (new_wall)
10301     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
10302 }
10303
10304 void CheckForDragon(int x, int y)
10305 {
10306   int i, j;
10307   boolean dragon_found = FALSE;
10308   static int xy[4][2] =
10309   {
10310     { 0, -1 },
10311     { -1, 0 },
10312     { +1, 0 },
10313     { 0, +1 }
10314   };
10315
10316   for (i = 0; i < NUM_DIRECTIONS; i++)
10317   {
10318     for (j = 0; j < 4; j++)
10319     {
10320       int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
10321
10322       if (IN_LEV_FIELD(xx, yy) &&
10323           (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
10324       {
10325         if (Feld[xx][yy] == EL_DRAGON)
10326           dragon_found = TRUE;
10327       }
10328       else
10329         break;
10330     }
10331   }
10332
10333   if (!dragon_found)
10334   {
10335     for (i = 0; i < NUM_DIRECTIONS; i++)
10336     {
10337       for (j = 0; j < 3; j++)
10338       {
10339         int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
10340   
10341         if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
10342         {
10343           Feld[xx][yy] = EL_EMPTY;
10344           TEST_DrawLevelField(xx, yy);
10345         }
10346         else
10347           break;
10348       }
10349     }
10350   }
10351 }
10352
10353 static void InitBuggyBase(int x, int y)
10354 {
10355   int element = Feld[x][y];
10356   int activating_delay = FRAMES_PER_SECOND / 4;
10357
10358   ChangeDelay[x][y] =
10359     (element == EL_SP_BUGGY_BASE ?
10360      2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
10361      element == EL_SP_BUGGY_BASE_ACTIVATING ?
10362      activating_delay :
10363      element == EL_SP_BUGGY_BASE_ACTIVE ?
10364      1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
10365 }
10366
10367 static void WarnBuggyBase(int x, int y)
10368 {
10369   int i;
10370   static int xy[4][2] =
10371   {
10372     { 0, -1 },
10373     { -1, 0 },
10374     { +1, 0 },
10375     { 0, +1 }
10376   };
10377
10378   for (i = 0; i < NUM_DIRECTIONS; i++)
10379   {
10380     int xx = x + xy[i][0];
10381     int yy = y + xy[i][1];
10382
10383     if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
10384     {
10385       PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
10386
10387       break;
10388     }
10389   }
10390 }
10391
10392 static void InitTrap(int x, int y)
10393 {
10394   ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
10395 }
10396
10397 static void ActivateTrap(int x, int y)
10398 {
10399   PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
10400 }
10401
10402 static void ChangeActiveTrap(int x, int y)
10403 {
10404   int graphic = IMG_TRAP_ACTIVE;
10405
10406   /* if new animation frame was drawn, correct crumbled sand border */
10407   if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10408     TEST_DrawLevelFieldCrumbled(x, y);
10409 }
10410
10411 static int getSpecialActionElement(int element, int number, int base_element)
10412 {
10413   return (element != EL_EMPTY ? element :
10414           number != -1 ? base_element + number - 1 :
10415           EL_EMPTY);
10416 }
10417
10418 static int getModifiedActionNumber(int value_old, int operator, int operand,
10419                                    int value_min, int value_max)
10420 {
10421   int value_new = (operator == CA_MODE_SET      ? operand :
10422                    operator == CA_MODE_ADD      ? value_old + operand :
10423                    operator == CA_MODE_SUBTRACT ? value_old - operand :
10424                    operator == CA_MODE_MULTIPLY ? value_old * operand :
10425                    operator == CA_MODE_DIVIDE   ? value_old / MAX(1, operand) :
10426                    operator == CA_MODE_MODULO   ? value_old % MAX(1, operand) :
10427                    value_old);
10428
10429   return (value_new < value_min ? value_min :
10430           value_new > value_max ? value_max :
10431           value_new);
10432 }
10433
10434 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10435 {
10436   struct ElementInfo *ei = &element_info[element];
10437   struct ElementChangeInfo *change = &ei->change_page[page];
10438   int target_element = change->target_element;
10439   int action_type = change->action_type;
10440   int action_mode = change->action_mode;
10441   int action_arg = change->action_arg;
10442   int action_element = change->action_element;
10443   int i;
10444
10445   if (!change->has_action)
10446     return;
10447
10448   /* ---------- determine action paramater values -------------------------- */
10449
10450   int level_time_value =
10451     (level.time > 0 ? TimeLeft :
10452      TimePlayed);
10453
10454   int action_arg_element_raw =
10455     (action_arg == CA_ARG_PLAYER_TRIGGER  ? change->actual_trigger_player :
10456      action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10457      action_arg == CA_ARG_ELEMENT_TARGET  ? change->target_element :
10458      action_arg == CA_ARG_ELEMENT_ACTION  ? change->action_element :
10459      action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10460      action_arg == CA_ARG_INVENTORY_RM_TARGET  ? change->target_element :
10461      action_arg == CA_ARG_INVENTORY_RM_ACTION  ? change->action_element :
10462      EL_EMPTY);
10463   int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10464
10465 #if 0
10466   if (action_arg_element_raw == EL_GROUP_START)
10467     printf("::: %d,%d: %d ('%s')\n", x, y, element, EL_NAME(element));
10468 #endif
10469
10470   int action_arg_direction =
10471     (action_arg >= CA_ARG_DIRECTION_LEFT &&
10472      action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10473      action_arg == CA_ARG_DIRECTION_TRIGGER ?
10474      change->actual_trigger_side :
10475      action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10476      MV_DIR_OPPOSITE(change->actual_trigger_side) :
10477      MV_NONE);
10478
10479   int action_arg_number_min =
10480     (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10481      CA_ARG_MIN);
10482
10483   int action_arg_number_max =
10484     (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10485      action_type == CA_SET_LEVEL_GEMS ? 999 :
10486      action_type == CA_SET_LEVEL_TIME ? 9999 :
10487      action_type == CA_SET_LEVEL_SCORE ? 99999 :
10488      action_type == CA_SET_CE_VALUE ? 9999 :
10489      action_type == CA_SET_CE_SCORE ? 9999 :
10490      CA_ARG_MAX);
10491
10492   int action_arg_number_reset =
10493     (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10494      action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10495      action_type == CA_SET_LEVEL_TIME ? level.time :
10496      action_type == CA_SET_LEVEL_SCORE ? 0 :
10497 #if USE_NEW_CUSTOM_VALUE
10498      action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10499 #else
10500      action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
10501 #endif
10502      action_type == CA_SET_CE_SCORE ? 0 :
10503      0);
10504
10505   int action_arg_number =
10506     (action_arg <= CA_ARG_MAX ? action_arg :
10507      action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10508      action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10509      action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10510      action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10511      action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10512      action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10513 #if USE_NEW_CUSTOM_VALUE
10514      action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10515 #else
10516      action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
10517 #endif
10518      action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10519      action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10520      action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10521      action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
10522      action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
10523      action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10524      action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10525      action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10526      action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10527      action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10528      action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10529      action_arg == CA_ARG_ELEMENT_NR_TARGET  ? change->target_element :
10530      action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10531      action_arg == CA_ARG_ELEMENT_NR_ACTION  ? change->action_element :
10532      -1);
10533
10534   int action_arg_number_old =
10535     (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
10536      action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10537      action_type == CA_SET_LEVEL_SCORE ? local_player->score :
10538      action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10539      action_type == CA_SET_CE_SCORE ? ei->collect_score :
10540      0);
10541
10542   int action_arg_number_new =
10543     getModifiedActionNumber(action_arg_number_old,
10544                             action_mode, action_arg_number,
10545                             action_arg_number_min, action_arg_number_max);
10546
10547 #if 1
10548   int trigger_player_bits =
10549     (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10550      change->actual_trigger_player_bits : change->trigger_player);
10551 #else
10552   int trigger_player_bits =
10553     (change->actual_trigger_player >= EL_PLAYER_1 &&
10554      change->actual_trigger_player <= EL_PLAYER_4 ?
10555      (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
10556      PLAYER_BITS_ANY);
10557 #endif
10558
10559   int action_arg_player_bits =
10560     (action_arg >= CA_ARG_PLAYER_1 &&
10561      action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10562      action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10563      action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10564      PLAYER_BITS_ANY);
10565
10566   /* ---------- execute action  -------------------------------------------- */
10567
10568   switch (action_type)
10569   {
10570     case CA_NO_ACTION:
10571     {
10572       return;
10573     }
10574
10575     /* ---------- level actions  ------------------------------------------- */
10576
10577     case CA_RESTART_LEVEL:
10578     {
10579       game.restart_level = TRUE;
10580
10581       break;
10582     }
10583
10584     case CA_SHOW_ENVELOPE:
10585     {
10586       int element = getSpecialActionElement(action_arg_element,
10587                                             action_arg_number, EL_ENVELOPE_1);
10588
10589       if (IS_ENVELOPE(element))
10590         local_player->show_envelope = element;
10591
10592       break;
10593     }
10594
10595     case CA_SET_LEVEL_TIME:
10596     {
10597       if (level.time > 0)       /* only modify limited time value */
10598       {
10599         TimeLeft = action_arg_number_new;
10600
10601 #if 1
10602         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10603
10604         DisplayGameControlValues();
10605 #else
10606         DrawGameValue_Time(TimeLeft);
10607 #endif
10608
10609         if (!TimeLeft && setup.time_limit)
10610           for (i = 0; i < MAX_PLAYERS; i++)
10611             KillPlayer(&stored_player[i]);
10612       }
10613
10614       break;
10615     }
10616
10617     case CA_SET_LEVEL_SCORE:
10618     {
10619       local_player->score = action_arg_number_new;
10620
10621 #if 1
10622       game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
10623
10624       DisplayGameControlValues();
10625 #else
10626       DrawGameValue_Score(local_player->score);
10627 #endif
10628
10629       break;
10630     }
10631
10632     case CA_SET_LEVEL_GEMS:
10633     {
10634       local_player->gems_still_needed = action_arg_number_new;
10635
10636 #if 1
10637       game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
10638
10639       DisplayGameControlValues();
10640 #else
10641       DrawGameValue_Emeralds(local_player->gems_still_needed);
10642 #endif
10643
10644       break;
10645     }
10646
10647 #if !USE_PLAYER_GRAVITY
10648     case CA_SET_LEVEL_GRAVITY:
10649     {
10650       game.gravity = (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE         :
10651                       action_arg == CA_ARG_GRAVITY_ON     ? TRUE          :
10652                       action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
10653                       game.gravity);
10654       break;
10655     }
10656 #endif
10657
10658     case CA_SET_LEVEL_WIND:
10659     {
10660       game.wind_direction = action_arg_direction;
10661
10662       break;
10663     }
10664
10665     case CA_SET_LEVEL_RANDOM_SEED:
10666     {
10667 #if 1
10668       /* ensure that setting a new random seed while playing is predictable */
10669       InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10670 #else
10671       InitRND(action_arg_number_new);
10672 #endif
10673
10674 #if 0
10675       printf("::: %d -> %d\n", action_arg_number_new, RND(10));
10676 #endif
10677
10678 #if 0
10679       {
10680         int i;
10681
10682         printf("::: ");
10683         for (i = 0; i < 9; i++)
10684           printf("%d, ", RND(2));
10685         printf("\n");
10686       }
10687 #endif
10688
10689       break;
10690     }
10691
10692     /* ---------- player actions  ------------------------------------------ */
10693
10694     case CA_MOVE_PLAYER:
10695     {
10696       /* automatically move to the next field in specified direction */
10697       for (i = 0; i < MAX_PLAYERS; i++)
10698         if (trigger_player_bits & (1 << i))
10699           stored_player[i].programmed_action = action_arg_direction;
10700
10701       break;
10702     }
10703
10704     case CA_EXIT_PLAYER:
10705     {
10706       for (i = 0; i < MAX_PLAYERS; i++)
10707         if (action_arg_player_bits & (1 << i))
10708           PlayerWins(&stored_player[i]);
10709
10710       break;
10711     }
10712
10713     case CA_KILL_PLAYER:
10714     {
10715       for (i = 0; i < MAX_PLAYERS; i++)
10716         if (action_arg_player_bits & (1 << i))
10717           KillPlayer(&stored_player[i]);
10718
10719       break;
10720     }
10721
10722     case CA_SET_PLAYER_KEYS:
10723     {
10724       int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10725       int element = getSpecialActionElement(action_arg_element,
10726                                             action_arg_number, EL_KEY_1);
10727
10728       if (IS_KEY(element))
10729       {
10730         for (i = 0; i < MAX_PLAYERS; i++)
10731         {
10732           if (trigger_player_bits & (1 << i))
10733           {
10734             stored_player[i].key[KEY_NR(element)] = key_state;
10735
10736             DrawGameDoorValues();
10737           }
10738         }
10739       }
10740
10741       break;
10742     }
10743
10744     case CA_SET_PLAYER_SPEED:
10745     {
10746 #if 0
10747       printf("::: trigger_player_bits == %d\n", trigger_player_bits);
10748 #endif
10749
10750       for (i = 0; i < MAX_PLAYERS; i++)
10751       {
10752         if (trigger_player_bits & (1 << i))
10753         {
10754           int move_stepsize = TILEX / stored_player[i].move_delay_value;
10755
10756           if (action_arg == CA_ARG_SPEED_FASTER &&
10757               stored_player[i].cannot_move)
10758           {
10759             action_arg_number = STEPSIZE_VERY_SLOW;
10760           }
10761           else if (action_arg == CA_ARG_SPEED_SLOWER ||
10762                    action_arg == CA_ARG_SPEED_FASTER)
10763           {
10764             action_arg_number = 2;
10765             action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10766                            CA_MODE_MULTIPLY);
10767           }
10768           else if (action_arg == CA_ARG_NUMBER_RESET)
10769           {
10770             action_arg_number = level.initial_player_stepsize[i];
10771           }
10772
10773           move_stepsize =
10774             getModifiedActionNumber(move_stepsize,
10775                                     action_mode,
10776                                     action_arg_number,
10777                                     action_arg_number_min,
10778                                     action_arg_number_max);
10779
10780           SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10781         }
10782       }
10783
10784       break;
10785     }
10786
10787     case CA_SET_PLAYER_SHIELD:
10788     {
10789       for (i = 0; i < MAX_PLAYERS; i++)
10790       {
10791         if (trigger_player_bits & (1 << i))
10792         {
10793           if (action_arg == CA_ARG_SHIELD_OFF)
10794           {
10795             stored_player[i].shield_normal_time_left = 0;
10796             stored_player[i].shield_deadly_time_left = 0;
10797           }
10798           else if (action_arg == CA_ARG_SHIELD_NORMAL)
10799           {
10800             stored_player[i].shield_normal_time_left = 999999;
10801           }
10802           else if (action_arg == CA_ARG_SHIELD_DEADLY)
10803           {
10804             stored_player[i].shield_normal_time_left = 999999;
10805             stored_player[i].shield_deadly_time_left = 999999;
10806           }
10807         }
10808       }
10809
10810       break;
10811     }
10812
10813 #if USE_PLAYER_GRAVITY
10814     case CA_SET_PLAYER_GRAVITY:
10815     {
10816       for (i = 0; i < MAX_PLAYERS; i++)
10817       {
10818         if (trigger_player_bits & (1 << i))
10819         {
10820           stored_player[i].gravity =
10821             (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE                     :
10822              action_arg == CA_ARG_GRAVITY_ON     ? TRUE                      :
10823              action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10824              stored_player[i].gravity);
10825         }
10826       }
10827
10828       break;
10829     }
10830 #endif
10831
10832     case CA_SET_PLAYER_ARTWORK:
10833     {
10834       for (i = 0; i < MAX_PLAYERS; i++)
10835       {
10836         if (trigger_player_bits & (1 << i))
10837         {
10838           int artwork_element = action_arg_element;
10839
10840           if (action_arg == CA_ARG_ELEMENT_RESET)
10841             artwork_element =
10842               (level.use_artwork_element[i] ? level.artwork_element[i] :
10843                stored_player[i].element_nr);
10844
10845 #if USE_GFX_RESET_PLAYER_ARTWORK
10846           if (stored_player[i].artwork_element != artwork_element)
10847             stored_player[i].Frame = 0;
10848 #endif
10849
10850           stored_player[i].artwork_element = artwork_element;
10851
10852           SetPlayerWaiting(&stored_player[i], FALSE);
10853
10854           /* set number of special actions for bored and sleeping animation */
10855           stored_player[i].num_special_action_bored =
10856             get_num_special_action(artwork_element,
10857                                    ACTION_BORING_1, ACTION_BORING_LAST);
10858           stored_player[i].num_special_action_sleeping =
10859             get_num_special_action(artwork_element,
10860                                    ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10861         }
10862       }
10863
10864       break;
10865     }
10866
10867     case CA_SET_PLAYER_INVENTORY:
10868     {
10869       for (i = 0; i < MAX_PLAYERS; i++)
10870       {
10871         struct PlayerInfo *player = &stored_player[i];
10872         int j, k;
10873
10874         if (trigger_player_bits & (1 << i))
10875         {
10876           int inventory_element = action_arg_element;
10877
10878           if (action_arg == CA_ARG_ELEMENT_TARGET ||
10879               action_arg == CA_ARG_ELEMENT_TRIGGER ||
10880               action_arg == CA_ARG_ELEMENT_ACTION)
10881           {
10882             int element = inventory_element;
10883             int collect_count = element_info[element].collect_count_initial;
10884
10885             if (!IS_CUSTOM_ELEMENT(element))
10886               collect_count = 1;
10887
10888             if (collect_count == 0)
10889               player->inventory_infinite_element = element;
10890             else
10891               for (k = 0; k < collect_count; k++)
10892                 if (player->inventory_size < MAX_INVENTORY_SIZE)
10893                   player->inventory_element[player->inventory_size++] =
10894                     element;
10895           }
10896           else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10897                    action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10898                    action_arg == CA_ARG_INVENTORY_RM_ACTION)
10899           {
10900             if (player->inventory_infinite_element != EL_UNDEFINED &&
10901                 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10902                                      action_arg_element_raw))
10903               player->inventory_infinite_element = EL_UNDEFINED;
10904
10905             for (k = 0, j = 0; j < player->inventory_size; j++)
10906             {
10907               if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10908                                         action_arg_element_raw))
10909                 player->inventory_element[k++] = player->inventory_element[j];
10910             }
10911
10912             player->inventory_size = k;
10913           }
10914           else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10915           {
10916             if (player->inventory_size > 0)
10917             {
10918               for (j = 0; j < player->inventory_size - 1; j++)
10919                 player->inventory_element[j] = player->inventory_element[j + 1];
10920
10921               player->inventory_size--;
10922             }
10923           }
10924           else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10925           {
10926             if (player->inventory_size > 0)
10927               player->inventory_size--;
10928           }
10929           else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10930           {
10931             player->inventory_infinite_element = EL_UNDEFINED;
10932             player->inventory_size = 0;
10933           }
10934           else if (action_arg == CA_ARG_INVENTORY_RESET)
10935           {
10936             player->inventory_infinite_element = EL_UNDEFINED;
10937             player->inventory_size = 0;
10938
10939             if (level.use_initial_inventory[i])
10940             {
10941               for (j = 0; j < level.initial_inventory_size[i]; j++)
10942               {
10943                 int element = level.initial_inventory_content[i][j];
10944                 int collect_count = element_info[element].collect_count_initial;
10945
10946                 if (!IS_CUSTOM_ELEMENT(element))
10947                   collect_count = 1;
10948
10949                 if (collect_count == 0)
10950                   player->inventory_infinite_element = element;
10951                 else
10952                   for (k = 0; k < collect_count; k++)
10953                     if (player->inventory_size < MAX_INVENTORY_SIZE)
10954                       player->inventory_element[player->inventory_size++] =
10955                         element;
10956               }
10957             }
10958           }
10959         }
10960       }
10961
10962       break;
10963     }
10964
10965     /* ---------- CE actions  ---------------------------------------------- */
10966
10967     case CA_SET_CE_VALUE:
10968     {
10969 #if USE_NEW_CUSTOM_VALUE
10970       int last_ce_value = CustomValue[x][y];
10971
10972       CustomValue[x][y] = action_arg_number_new;
10973
10974       if (CustomValue[x][y] != last_ce_value)
10975       {
10976         CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10977         CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10978
10979         if (CustomValue[x][y] == 0)
10980         {
10981           CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10982           CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10983         }
10984       }
10985 #endif
10986
10987       break;
10988     }
10989
10990     case CA_SET_CE_SCORE:
10991     {
10992 #if USE_NEW_CUSTOM_VALUE
10993       int last_ce_score = ei->collect_score;
10994
10995       ei->collect_score = action_arg_number_new;
10996
10997       if (ei->collect_score != last_ce_score)
10998       {
10999         CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
11000         CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
11001
11002         if (ei->collect_score == 0)
11003         {
11004           int xx, yy;
11005
11006           CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
11007           CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
11008
11009           /*
11010             This is a very special case that seems to be a mixture between
11011             CheckElementChange() and CheckTriggeredElementChange(): while
11012             the first one only affects single elements that are triggered
11013             directly, the second one affects multiple elements in the playfield
11014             that are triggered indirectly by another element. This is a third
11015             case: Changing the CE score always affects multiple identical CEs,
11016             so every affected CE must be checked, not only the single CE for
11017             which the CE score was changed in the first place (as every instance
11018             of that CE shares the same CE score, and therefore also can change)!
11019           */
11020           SCAN_PLAYFIELD(xx, yy)
11021           {
11022             if (Feld[xx][yy] == element)
11023               CheckElementChange(xx, yy, element, EL_UNDEFINED,
11024                                  CE_SCORE_GETS_ZERO);
11025           }
11026         }
11027       }
11028 #endif
11029
11030       break;
11031     }
11032
11033     case CA_SET_CE_ARTWORK:
11034     {
11035       int artwork_element = action_arg_element;
11036       boolean reset_frame = FALSE;
11037       int xx, yy;
11038
11039       if (action_arg == CA_ARG_ELEMENT_RESET)
11040         artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
11041                            element);
11042
11043       if (ei->gfx_element != artwork_element)
11044         reset_frame = TRUE;
11045
11046       ei->gfx_element = artwork_element;
11047
11048       SCAN_PLAYFIELD(xx, yy)
11049       {
11050         if (Feld[xx][yy] == element)
11051         {
11052           if (reset_frame)
11053           {
11054             ResetGfxAnimation(xx, yy);
11055             ResetRandomAnimationValue(xx, yy);
11056           }
11057
11058           TEST_DrawLevelField(xx, yy);
11059         }
11060       }
11061
11062       break;
11063     }
11064
11065     /* ---------- engine actions  ------------------------------------------ */
11066
11067     case CA_SET_ENGINE_SCAN_MODE:
11068     {
11069       InitPlayfieldScanMode(action_arg);
11070
11071       break;
11072     }
11073
11074     default:
11075       break;
11076   }
11077 }
11078
11079 static void CreateFieldExt(int x, int y, int element, boolean is_change)
11080 {
11081   int old_element = Feld[x][y];
11082   int new_element = GetElementFromGroupElement(element);
11083   int previous_move_direction = MovDir[x][y];
11084 #if USE_NEW_CUSTOM_VALUE
11085   int last_ce_value = CustomValue[x][y];
11086 #endif
11087   boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
11088   boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
11089   boolean add_player_onto_element = (new_element_is_player &&
11090 #if USE_CODE_THAT_BREAKS_SNAKE_BITE
11091                                      /* this breaks SnakeBite when a snake is
11092                                         halfway through a door that closes */
11093                                      /* NOW FIXED AT LEVEL INIT IN files.c */
11094                                      new_element != EL_SOKOBAN_FIELD_PLAYER &&
11095 #endif
11096                                      IS_WALKABLE(old_element));
11097
11098 #if 0
11099   /* check if element under the player changes from accessible to unaccessible
11100      (needed for special case of dropping element which then changes) */
11101   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
11102       IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
11103   {
11104     Bang(x, y);
11105
11106     return;
11107   }
11108 #endif
11109
11110   if (!add_player_onto_element)
11111   {
11112     if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
11113       RemoveMovingField(x, y);
11114     else
11115       RemoveField(x, y);
11116
11117     Feld[x][y] = new_element;
11118
11119 #if !USE_GFX_RESET_GFX_ANIMATION
11120     ResetGfxAnimation(x, y);
11121     ResetRandomAnimationValue(x, y);
11122 #endif
11123
11124     if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
11125       MovDir[x][y] = previous_move_direction;
11126
11127 #if USE_NEW_CUSTOM_VALUE
11128     if (element_info[new_element].use_last_ce_value)
11129       CustomValue[x][y] = last_ce_value;
11130 #endif
11131
11132     InitField_WithBug1(x, y, FALSE);
11133
11134     new_element = Feld[x][y];   /* element may have changed */
11135
11136 #if USE_GFX_RESET_GFX_ANIMATION
11137     ResetGfxAnimation(x, y);
11138     ResetRandomAnimationValue(x, y);
11139 #endif
11140
11141     TEST_DrawLevelField(x, y);
11142
11143     if (GFX_CRUMBLED(new_element))
11144       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
11145   }
11146
11147 #if 1
11148   /* check if element under the player changes from accessible to unaccessible
11149      (needed for special case of dropping element which then changes) */
11150   /* (must be checked after creating new element for walkable group elements) */
11151 #if USE_FIX_KILLED_BY_NON_WALKABLE
11152   if (IS_PLAYER(x, y) && !player_explosion_protected &&
11153       IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
11154   {
11155     Bang(x, y);
11156
11157     return;
11158   }
11159 #else
11160   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
11161       IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
11162   {
11163     Bang(x, y);
11164
11165     return;
11166   }
11167 #endif
11168 #endif
11169
11170   /* "ChangeCount" not set yet to allow "entered by player" change one time */
11171   if (new_element_is_player)
11172     RelocatePlayer(x, y, new_element);
11173
11174   if (is_change)
11175     ChangeCount[x][y]++;        /* count number of changes in the same frame */
11176
11177   TestIfBadThingTouchesPlayer(x, y);
11178   TestIfPlayerTouchesCustomElement(x, y);
11179   TestIfElementTouchesCustomElement(x, y);
11180 }
11181
11182 static void CreateField(int x, int y, int element)
11183 {
11184   CreateFieldExt(x, y, element, FALSE);
11185 }
11186
11187 static void CreateElementFromChange(int x, int y, int element)
11188 {
11189   element = GET_VALID_RUNTIME_ELEMENT(element);
11190
11191 #if USE_STOP_CHANGED_ELEMENTS
11192   if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11193   {
11194     int old_element = Feld[x][y];
11195
11196     /* prevent changed element from moving in same engine frame
11197        unless both old and new element can either fall or move */
11198     if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
11199         (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
11200       Stop[x][y] = TRUE;
11201   }
11202 #endif
11203
11204   CreateFieldExt(x, y, element, TRUE);
11205 }
11206
11207 static boolean ChangeElement(int x, int y, int element, int page)
11208 {
11209   struct ElementInfo *ei = &element_info[element];
11210   struct ElementChangeInfo *change = &ei->change_page[page];
11211   int ce_value = CustomValue[x][y];
11212   int ce_score = ei->collect_score;
11213   int target_element;
11214   int old_element = Feld[x][y];
11215
11216   /* always use default change event to prevent running into a loop */
11217   if (ChangeEvent[x][y] == -1)
11218     ChangeEvent[x][y] = CE_DELAY;
11219
11220   if (ChangeEvent[x][y] == CE_DELAY)
11221   {
11222     /* reset actual trigger element, trigger player and action element */
11223     change->actual_trigger_element = EL_EMPTY;
11224     change->actual_trigger_player = EL_EMPTY;
11225     change->actual_trigger_player_bits = CH_PLAYER_NONE;
11226     change->actual_trigger_side = CH_SIDE_NONE;
11227     change->actual_trigger_ce_value = 0;
11228     change->actual_trigger_ce_score = 0;
11229   }
11230
11231   /* do not change elements more than a specified maximum number of changes */
11232   if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
11233     return FALSE;
11234
11235   ChangeCount[x][y]++;          /* count number of changes in the same frame */
11236
11237   if (change->explode)
11238   {
11239     Bang(x, y);
11240
11241     return TRUE;
11242   }
11243
11244   if (change->use_target_content)
11245   {
11246     boolean complete_replace = TRUE;
11247     boolean can_replace[3][3];
11248     int xx, yy;
11249
11250     for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
11251     {
11252       boolean is_empty;
11253       boolean is_walkable;
11254       boolean is_diggable;
11255       boolean is_collectible;
11256       boolean is_removable;
11257       boolean is_destructible;
11258       int ex = x + xx - 1;
11259       int ey = y + yy - 1;
11260       int content_element = change->target_content.e[xx][yy];
11261       int e;
11262
11263       can_replace[xx][yy] = TRUE;
11264
11265       if (ex == x && ey == y)   /* do not check changing element itself */
11266         continue;
11267
11268       if (content_element == EL_EMPTY_SPACE)
11269       {
11270         can_replace[xx][yy] = FALSE;    /* do not replace border with space */
11271
11272         continue;
11273       }
11274
11275       if (!IN_LEV_FIELD(ex, ey))
11276       {
11277         can_replace[xx][yy] = FALSE;
11278         complete_replace = FALSE;
11279
11280         continue;
11281       }
11282
11283       e = Feld[ex][ey];
11284
11285       if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
11286         e = MovingOrBlocked2Element(ex, ey);
11287
11288       is_empty = (IS_FREE(ex, ey) ||
11289                   (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
11290
11291       is_walkable     = (is_empty || IS_WALKABLE(e));
11292       is_diggable     = (is_empty || IS_DIGGABLE(e));
11293       is_collectible  = (is_empty || IS_COLLECTIBLE(e));
11294       is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
11295       is_removable    = (is_diggable || is_collectible);
11296
11297       can_replace[xx][yy] =
11298         (((change->replace_when == CP_WHEN_EMPTY        && is_empty) ||
11299           (change->replace_when == CP_WHEN_WALKABLE     && is_walkable) ||
11300           (change->replace_when == CP_WHEN_DIGGABLE     && is_diggable) ||
11301           (change->replace_when == CP_WHEN_COLLECTIBLE  && is_collectible) ||
11302           (change->replace_when == CP_WHEN_REMOVABLE    && is_removable) ||
11303           (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
11304          !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
11305
11306       if (!can_replace[xx][yy])
11307         complete_replace = FALSE;
11308     }
11309
11310     if (!change->only_if_complete || complete_replace)
11311     {
11312       boolean something_has_changed = FALSE;
11313
11314       if (change->only_if_complete && change->use_random_replace &&
11315           RND(100) < change->random_percentage)
11316         return FALSE;
11317
11318       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
11319       {
11320         int ex = x + xx - 1;
11321         int ey = y + yy - 1;
11322         int content_element;
11323
11324         if (can_replace[xx][yy] && (!change->use_random_replace ||
11325                                     RND(100) < change->random_percentage))
11326         {
11327           if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
11328             RemoveMovingField(ex, ey);
11329
11330           ChangeEvent[ex][ey] = ChangeEvent[x][y];
11331
11332           content_element = change->target_content.e[xx][yy];
11333           target_element = GET_TARGET_ELEMENT(element, content_element, change,
11334                                               ce_value, ce_score);
11335
11336           CreateElementFromChange(ex, ey, target_element);
11337
11338           something_has_changed = TRUE;
11339
11340           /* for symmetry reasons, freeze newly created border elements */
11341           if (ex != x || ey != y)
11342             Stop[ex][ey] = TRUE;        /* no more moving in this frame */
11343         }
11344       }
11345
11346       if (something_has_changed)
11347       {
11348         PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
11349         PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
11350       }
11351     }
11352   }
11353   else
11354   {
11355     target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
11356                                         ce_value, ce_score);
11357
11358     if (element == EL_DIAGONAL_GROWING ||
11359         element == EL_DIAGONAL_SHRINKING)
11360     {
11361       target_element = Store[x][y];
11362
11363       Store[x][y] = EL_EMPTY;
11364     }
11365
11366     CreateElementFromChange(x, y, target_element);
11367
11368     PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
11369     PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
11370   }
11371
11372   /* this uses direct change before indirect change */
11373   CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
11374
11375   return TRUE;
11376 }
11377
11378 #if USE_NEW_DELAYED_ACTION
11379
11380 static void HandleElementChange(int x, int y, int page)
11381 {
11382   int element = MovingOrBlocked2Element(x, y);
11383   struct ElementInfo *ei = &element_info[element];
11384   struct ElementChangeInfo *change = &ei->change_page[page];
11385   boolean handle_action_before_change = FALSE;
11386
11387 #ifdef DEBUG
11388   if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
11389       !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
11390   {
11391     printf("\n\n");
11392     printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
11393            x, y, element, element_info[element].token_name);
11394     printf("HandleElementChange(): This should never happen!\n");
11395     printf("\n\n");
11396   }
11397 #endif
11398
11399   /* this can happen with classic bombs on walkable, changing elements */
11400   if (!CAN_CHANGE_OR_HAS_ACTION(element))
11401   {
11402 #if 0
11403     if (!CAN_CHANGE(Back[x][y]))        /* prevent permanent repetition */
11404       ChangeDelay[x][y] = 0;
11405 #endif
11406
11407     return;
11408   }
11409
11410   if (ChangeDelay[x][y] == 0)           /* initialize element change */
11411   {
11412     ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
11413
11414     if (change->can_change)
11415     {
11416 #if 1
11417       /* !!! not clear why graphic animation should be reset at all here !!! */
11418       /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
11419 #if USE_GFX_RESET_WHEN_NOT_MOVING
11420       /* when a custom element is about to change (for example by change delay),
11421          do not reset graphic animation when the custom element is moving */
11422       if (!IS_MOVING(x, y))
11423 #endif
11424       {
11425         ResetGfxAnimation(x, y);
11426         ResetRandomAnimationValue(x, y);
11427       }
11428 #endif
11429
11430       if (change->pre_change_function)
11431         change->pre_change_function(x, y);
11432     }
11433   }
11434
11435   ChangeDelay[x][y]--;
11436
11437   if (ChangeDelay[x][y] != 0)           /* continue element change */
11438   {
11439     if (change->can_change)
11440     {
11441       int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11442
11443       if (IS_ANIMATED(graphic))
11444         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11445
11446       if (change->change_function)
11447         change->change_function(x, y);
11448     }
11449   }
11450   else                                  /* finish element change */
11451   {
11452     if (ChangePage[x][y] != -1)         /* remember page from delayed change */
11453     {
11454       page = ChangePage[x][y];
11455       ChangePage[x][y] = -1;
11456
11457       change = &ei->change_page[page];
11458     }
11459
11460     if (IS_MOVING(x, y))                /* never change a running system ;-) */
11461     {
11462       ChangeDelay[x][y] = 1;            /* try change after next move step */
11463       ChangePage[x][y] = page;          /* remember page to use for change */
11464
11465       return;
11466     }
11467
11468 #if 1
11469     /* special case: set new level random seed before changing element */
11470     if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
11471       handle_action_before_change = TRUE;
11472
11473     if (change->has_action && handle_action_before_change)
11474       ExecuteCustomElementAction(x, y, element, page);
11475 #endif
11476
11477     if (change->can_change)
11478     {
11479       if (ChangeElement(x, y, element, page))
11480       {
11481         if (change->post_change_function)
11482           change->post_change_function(x, y);
11483       }
11484     }
11485
11486     if (change->has_action && !handle_action_before_change)
11487       ExecuteCustomElementAction(x, y, element, page);
11488   }
11489 }
11490
11491 #else
11492
11493 static void HandleElementChange(int x, int y, int page)
11494 {
11495   int element = MovingOrBlocked2Element(x, y);
11496   struct ElementInfo *ei = &element_info[element];
11497   struct ElementChangeInfo *change = &ei->change_page[page];
11498
11499 #ifdef DEBUG
11500   if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
11501   {
11502     printf("\n\n");
11503     printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
11504            x, y, element, element_info[element].token_name);
11505     printf("HandleElementChange(): This should never happen!\n");
11506     printf("\n\n");
11507   }
11508 #endif
11509
11510   /* this can happen with classic bombs on walkable, changing elements */
11511   if (!CAN_CHANGE(element))
11512   {
11513 #if 0
11514     if (!CAN_CHANGE(Back[x][y]))        /* prevent permanent repetition */
11515       ChangeDelay[x][y] = 0;
11516 #endif
11517
11518     return;
11519   }
11520
11521   if (ChangeDelay[x][y] == 0)           /* initialize element change */
11522   {
11523     ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
11524
11525     ResetGfxAnimation(x, y);
11526     ResetRandomAnimationValue(x, y);
11527
11528     if (change->pre_change_function)
11529       change->pre_change_function(x, y);
11530   }
11531
11532   ChangeDelay[x][y]--;
11533
11534   if (ChangeDelay[x][y] != 0)           /* continue element change */
11535   {
11536     int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11537
11538     if (IS_ANIMATED(graphic))
11539       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11540
11541     if (change->change_function)
11542       change->change_function(x, y);
11543   }
11544   else                                  /* finish element change */
11545   {
11546     if (ChangePage[x][y] != -1)         /* remember page from delayed change */
11547     {
11548       page = ChangePage[x][y];
11549       ChangePage[x][y] = -1;
11550
11551       change = &ei->change_page[page];
11552     }
11553
11554     if (IS_MOVING(x, y))                /* never change a running system ;-) */
11555     {
11556       ChangeDelay[x][y] = 1;            /* try change after next move step */
11557       ChangePage[x][y] = page;          /* remember page to use for change */
11558
11559       return;
11560     }
11561
11562     if (ChangeElement(x, y, element, page))
11563     {
11564       if (change->post_change_function)
11565         change->post_change_function(x, y);
11566     }
11567   }
11568 }
11569
11570 #endif
11571
11572 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11573                                               int trigger_element,
11574                                               int trigger_event,
11575                                               int trigger_player,
11576                                               int trigger_side,
11577                                               int trigger_page)
11578 {
11579   boolean change_done_any = FALSE;
11580   int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11581   int i;
11582
11583   if (!(trigger_events[trigger_element][trigger_event]))
11584     return FALSE;
11585
11586 #if 0
11587   printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11588          trigger_event, recursion_loop_depth, recursion_loop_detected,
11589          recursion_loop_element, EL_NAME(recursion_loop_element));
11590 #endif
11591
11592   RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11593
11594   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11595   {
11596     int element = EL_CUSTOM_START + i;
11597     boolean change_done = FALSE;
11598     int p;
11599
11600     if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11601         !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11602       continue;
11603
11604     for (p = 0; p < element_info[element].num_change_pages; p++)
11605     {
11606       struct ElementChangeInfo *change = &element_info[element].change_page[p];
11607
11608       if (change->can_change_or_has_action &&
11609           change->has_event[trigger_event] &&
11610           change->trigger_side & trigger_side &&
11611           change->trigger_player & trigger_player &&
11612           change->trigger_page & trigger_page_bits &&
11613           IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11614       {
11615         change->actual_trigger_element = trigger_element;
11616         change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11617         change->actual_trigger_player_bits = trigger_player;
11618         change->actual_trigger_side = trigger_side;
11619         change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11620         change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11621
11622 #if 0
11623         printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d\n",
11624                element, EL_NAME(element), p);
11625 #endif
11626
11627         if ((change->can_change && !change_done) || change->has_action)
11628         {
11629           int x, y;
11630
11631           SCAN_PLAYFIELD(x, y)
11632           {
11633             if (Feld[x][y] == element)
11634             {
11635               if (change->can_change && !change_done)
11636               {
11637 #if USE_FIX_NO_ACTION_AFTER_CHANGE
11638                 /* if element already changed in this frame, not only prevent
11639                    another element change (checked in ChangeElement()), but
11640                    also prevent additional element actions for this element */
11641
11642                 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11643                     !level.use_action_after_change_bug)
11644                   continue;
11645 #endif
11646
11647 #if 0
11648                 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n",
11649                        element, EL_NAME(element), p);
11650 #endif
11651
11652                 ChangeDelay[x][y] = 1;
11653                 ChangeEvent[x][y] = trigger_event;
11654
11655                 HandleElementChange(x, y, p);
11656               }
11657 #if USE_NEW_DELAYED_ACTION
11658               else if (change->has_action)
11659               {
11660 #if USE_FIX_NO_ACTION_AFTER_CHANGE
11661                 /* if element already changed in this frame, not only prevent
11662                    another element change (checked in ChangeElement()), but
11663                    also prevent additional element actions for this element */
11664
11665                 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11666                     !level.use_action_after_change_bug)
11667                   continue;
11668 #endif
11669
11670
11671 #if 0
11672                 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- ACTION\n",
11673                        element, EL_NAME(element), p);
11674 #endif
11675
11676                 ExecuteCustomElementAction(x, y, element, p);
11677                 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11678               }
11679 #else
11680               if (change->has_action)
11681               {
11682                 ExecuteCustomElementAction(x, y, element, p);
11683                 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11684               }
11685 #endif
11686             }
11687           }
11688
11689           if (change->can_change)
11690           {
11691             change_done = TRUE;
11692             change_done_any = TRUE;
11693
11694 #if 0
11695             printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- DONE\n",
11696                    element, EL_NAME(element), p);
11697 #endif
11698
11699           }
11700         }
11701       }
11702     }
11703   }
11704
11705   RECURSION_LOOP_DETECTION_END();
11706
11707   return change_done_any;
11708 }
11709
11710 static boolean CheckElementChangeExt(int x, int y,
11711                                      int element,
11712                                      int trigger_element,
11713                                      int trigger_event,
11714                                      int trigger_player,
11715                                      int trigger_side)
11716 {
11717   boolean change_done = FALSE;
11718   int p;
11719
11720   if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11721       !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11722     return FALSE;
11723
11724   if (Feld[x][y] == EL_BLOCKED)
11725   {
11726     Blocked2Moving(x, y, &x, &y);
11727     element = Feld[x][y];
11728   }
11729
11730 #if 0
11731   /* check if element has already changed */
11732   if (Feld[x][y] != element)
11733     return FALSE;
11734 #else
11735   /* check if element has already changed or is about to change after moving */
11736   if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11737        Feld[x][y] != element) ||
11738
11739       (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11740        (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11741         ChangePage[x][y] != -1)))
11742     return FALSE;
11743 #endif
11744
11745 #if 0
11746   printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11747          trigger_event, recursion_loop_depth, recursion_loop_detected,
11748          recursion_loop_element, EL_NAME(recursion_loop_element));
11749 #endif
11750
11751   RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11752
11753 #if 0
11754   printf("::: X: trigger_player_bits == %d\n", trigger_player);
11755 #endif
11756
11757   for (p = 0; p < element_info[element].num_change_pages; p++)
11758   {
11759     struct ElementChangeInfo *change = &element_info[element].change_page[p];
11760
11761     /* check trigger element for all events where the element that is checked
11762        for changing interacts with a directly adjacent element -- this is
11763        different to element changes that affect other elements to change on the
11764        whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11765     boolean check_trigger_element =
11766       (trigger_event == CE_TOUCHING_X ||
11767        trigger_event == CE_HITTING_X ||
11768        trigger_event == CE_HIT_BY_X ||
11769 #if 1
11770        /* this one was forgotten until 3.2.3 */
11771        trigger_event == CE_DIGGING_X);
11772 #endif
11773
11774     if (change->can_change_or_has_action &&
11775         change->has_event[trigger_event] &&
11776         change->trigger_side & trigger_side &&
11777         change->trigger_player & trigger_player &&
11778         (!check_trigger_element ||
11779          IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11780     {
11781       change->actual_trigger_element = trigger_element;
11782       change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11783       change->actual_trigger_player_bits = trigger_player;
11784       change->actual_trigger_side = trigger_side;
11785       change->actual_trigger_ce_value = CustomValue[x][y];
11786       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11787
11788       /* special case: trigger element not at (x,y) position for some events */
11789       if (check_trigger_element)
11790       {
11791         static struct
11792         {
11793           int dx, dy;
11794         } move_xy[] =
11795           {
11796             {  0,  0 },
11797             { -1,  0 },
11798             { +1,  0 },
11799             {  0,  0 },
11800             {  0, -1 },
11801             {  0,  0 }, { 0, 0 }, { 0, 0 },
11802             {  0, +1 }
11803           };
11804
11805         int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11806         int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11807
11808         change->actual_trigger_ce_value = CustomValue[xx][yy];
11809         change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11810       }
11811
11812       if (change->can_change && !change_done)
11813       {
11814         ChangeDelay[x][y] = 1;
11815         ChangeEvent[x][y] = trigger_event;
11816
11817         HandleElementChange(x, y, p);
11818
11819         change_done = TRUE;
11820       }
11821 #if USE_NEW_DELAYED_ACTION
11822       else if (change->has_action)
11823       {
11824         ExecuteCustomElementAction(x, y, element, p);
11825         PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11826       }
11827 #else
11828       if (change->has_action)
11829       {
11830         ExecuteCustomElementAction(x, y, element, p);
11831         PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11832       }
11833 #endif
11834     }
11835   }
11836
11837   RECURSION_LOOP_DETECTION_END();
11838
11839   return change_done;
11840 }
11841
11842 static void PlayPlayerSound(struct PlayerInfo *player)
11843 {
11844   int jx = player->jx, jy = player->jy;
11845   int sound_element = player->artwork_element;
11846   int last_action = player->last_action_waiting;
11847   int action = player->action_waiting;
11848
11849   if (player->is_waiting)
11850   {
11851     if (action != last_action)
11852       PlayLevelSoundElementAction(jx, jy, sound_element, action);
11853     else
11854       PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11855   }
11856   else
11857   {
11858     if (action != last_action)
11859       StopSound(element_info[sound_element].sound[last_action]);
11860
11861     if (last_action == ACTION_SLEEPING)
11862       PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11863   }
11864 }
11865
11866 static void PlayAllPlayersSound()
11867 {
11868   int i;
11869
11870   for (i = 0; i < MAX_PLAYERS; i++)
11871     if (stored_player[i].active)
11872       PlayPlayerSound(&stored_player[i]);
11873 }
11874
11875 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11876 {
11877   boolean last_waiting = player->is_waiting;
11878   int move_dir = player->MovDir;
11879
11880   player->dir_waiting = move_dir;
11881   player->last_action_waiting = player->action_waiting;
11882
11883   if (is_waiting)
11884   {
11885     if (!last_waiting)          /* not waiting -> waiting */
11886     {
11887       player->is_waiting = TRUE;
11888
11889       player->frame_counter_bored =
11890         FrameCounter +
11891         game.player_boring_delay_fixed +
11892         GetSimpleRandom(game.player_boring_delay_random);
11893       player->frame_counter_sleeping =
11894         FrameCounter +
11895         game.player_sleeping_delay_fixed +
11896         GetSimpleRandom(game.player_sleeping_delay_random);
11897
11898       InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11899     }
11900
11901     if (game.player_sleeping_delay_fixed +
11902         game.player_sleeping_delay_random > 0 &&
11903         player->anim_delay_counter == 0 &&
11904         player->post_delay_counter == 0 &&
11905         FrameCounter >= player->frame_counter_sleeping)
11906       player->is_sleeping = TRUE;
11907     else if (game.player_boring_delay_fixed +
11908              game.player_boring_delay_random > 0 &&
11909              FrameCounter >= player->frame_counter_bored)
11910       player->is_bored = TRUE;
11911
11912     player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11913                               player->is_bored ? ACTION_BORING :
11914                               ACTION_WAITING);
11915
11916     if (player->is_sleeping && player->use_murphy)
11917     {
11918       /* special case for sleeping Murphy when leaning against non-free tile */
11919
11920       if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11921           (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
11922            !IS_MOVING(player->jx - 1, player->jy)))
11923         move_dir = MV_LEFT;
11924       else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11925                (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
11926                 !IS_MOVING(player->jx + 1, player->jy)))
11927         move_dir = MV_RIGHT;
11928       else
11929         player->is_sleeping = FALSE;
11930
11931       player->dir_waiting = move_dir;
11932     }
11933
11934     if (player->is_sleeping)
11935     {
11936       if (player->num_special_action_sleeping > 0)
11937       {
11938         if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11939         {
11940           int last_special_action = player->special_action_sleeping;
11941           int num_special_action = player->num_special_action_sleeping;
11942           int special_action =
11943             (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11944              last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11945              last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11946              last_special_action + 1 : ACTION_SLEEPING);
11947           int special_graphic =
11948             el_act_dir2img(player->artwork_element, special_action, move_dir);
11949
11950           player->anim_delay_counter =
11951             graphic_info[special_graphic].anim_delay_fixed +
11952             GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11953           player->post_delay_counter =
11954             graphic_info[special_graphic].post_delay_fixed +
11955             GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11956
11957           player->special_action_sleeping = special_action;
11958         }
11959
11960         if (player->anim_delay_counter > 0)
11961         {
11962           player->action_waiting = player->special_action_sleeping;
11963           player->anim_delay_counter--;
11964         }
11965         else if (player->post_delay_counter > 0)
11966         {
11967           player->post_delay_counter--;
11968         }
11969       }
11970     }
11971     else if (player->is_bored)
11972     {
11973       if (player->num_special_action_bored > 0)
11974       {
11975         if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11976         {
11977           int special_action =
11978             ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11979           int special_graphic =
11980             el_act_dir2img(player->artwork_element, special_action, move_dir);
11981
11982           player->anim_delay_counter =
11983             graphic_info[special_graphic].anim_delay_fixed +
11984             GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11985           player->post_delay_counter =
11986             graphic_info[special_graphic].post_delay_fixed +
11987             GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11988
11989           player->special_action_bored = special_action;
11990         }
11991
11992         if (player->anim_delay_counter > 0)
11993         {
11994           player->action_waiting = player->special_action_bored;
11995           player->anim_delay_counter--;
11996         }
11997         else if (player->post_delay_counter > 0)
11998         {
11999           player->post_delay_counter--;
12000         }
12001       }
12002     }
12003   }
12004   else if (last_waiting)        /* waiting -> not waiting */
12005   {
12006     player->is_waiting = FALSE;
12007     player->is_bored = FALSE;
12008     player->is_sleeping = FALSE;
12009
12010     player->frame_counter_bored = -1;
12011     player->frame_counter_sleeping = -1;
12012
12013     player->anim_delay_counter = 0;
12014     player->post_delay_counter = 0;
12015
12016     player->dir_waiting = player->MovDir;
12017     player->action_waiting = ACTION_DEFAULT;
12018
12019     player->special_action_bored = ACTION_DEFAULT;
12020     player->special_action_sleeping = ACTION_DEFAULT;
12021   }
12022 }
12023
12024 static void CheckSingleStepMode(struct PlayerInfo *player)
12025 {
12026   if (tape.single_step && tape.recording && !tape.pausing)
12027   {
12028     /* as it is called "single step mode", just return to pause mode when the
12029        player stopped moving after one tile (or never starts moving at all) */
12030     if (!player->is_moving && !player->is_pushing)
12031     {
12032       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12033       SnapField(player, 0, 0);                  /* stop snapping */
12034     }
12035   }
12036 }
12037
12038 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
12039 {
12040   boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
12041   int left      = player_action & JOY_LEFT;
12042   int right     = player_action & JOY_RIGHT;
12043   int up        = player_action & JOY_UP;
12044   int down      = player_action & JOY_DOWN;
12045   int button1   = player_action & JOY_BUTTON_1;
12046   int button2   = player_action & JOY_BUTTON_2;
12047   int dx        = (left ? -1 : right ? 1 : 0);
12048   int dy        = (up   ? -1 : down  ? 1 : 0);
12049
12050   if (!player->active || tape.pausing)
12051     return 0;
12052
12053   if (player_action)
12054   {
12055     if (button1)
12056       snapped = SnapField(player, dx, dy);
12057     else
12058     {
12059       if (button2)
12060         dropped = DropElement(player);
12061
12062       moved = MovePlayer(player, dx, dy);
12063     }
12064
12065     CheckSingleStepMode(player);
12066
12067     SetPlayerWaiting(player, FALSE);
12068
12069     return player_action;
12070   }
12071   else
12072   {
12073     /* no actions for this player (no input at player's configured device) */
12074
12075     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
12076     SnapField(player, 0, 0);
12077     CheckGravityMovementWhenNotMoving(player);
12078
12079     if (player->MovPos == 0)
12080       SetPlayerWaiting(player, TRUE);
12081
12082     if (player->MovPos == 0)    /* needed for tape.playing */
12083       player->is_moving = FALSE;
12084
12085     player->is_dropping = FALSE;
12086     player->is_dropping_pressed = FALSE;
12087     player->drop_pressed_delay = 0;
12088
12089     CheckSingleStepMode(player);
12090
12091     return 0;
12092   }
12093 }
12094
12095 static void CheckLevelTime()
12096 {
12097   int i;
12098
12099   /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
12100   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12101   {
12102     if (level.native_em_level->lev->home == 0)  /* all players at home */
12103     {
12104       PlayerWins(local_player);
12105
12106       AllPlayersGone = TRUE;
12107
12108       level.native_em_level->lev->home = -1;
12109     }
12110
12111     if (level.native_em_level->ply[0]->alive == 0 &&
12112         level.native_em_level->ply[1]->alive == 0 &&
12113         level.native_em_level->ply[2]->alive == 0 &&
12114         level.native_em_level->ply[3]->alive == 0)      /* all dead */
12115       AllPlayersGone = TRUE;
12116   }
12117   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12118   {
12119     if (game_sp.LevelSolved &&
12120         !game_sp.GameOver)                              /* game won */
12121     {
12122       PlayerWins(local_player);
12123
12124       game_sp.GameOver = TRUE;
12125
12126       AllPlayersGone = TRUE;
12127     }
12128
12129     if (game_sp.GameOver)                               /* game lost */
12130       AllPlayersGone = TRUE;
12131   }
12132
12133   if (TimeFrames >= FRAMES_PER_SECOND)
12134   {
12135     TimeFrames = 0;
12136     TapeTime++;
12137
12138     for (i = 0; i < MAX_PLAYERS; i++)
12139     {
12140       struct PlayerInfo *player = &stored_player[i];
12141
12142       if (SHIELD_ON(player))
12143       {
12144         player->shield_normal_time_left--;
12145
12146         if (player->shield_deadly_time_left > 0)
12147           player->shield_deadly_time_left--;
12148       }
12149     }
12150
12151     if (!local_player->LevelSolved && !level.use_step_counter)
12152     {
12153       TimePlayed++;
12154
12155       if (TimeLeft > 0)
12156       {
12157         TimeLeft--;
12158
12159         if (TimeLeft <= 10 && setup.time_limit)
12160           PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12161
12162 #if 1
12163         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12164
12165         DisplayGameControlValues();
12166 #else
12167         DrawGameValue_Time(TimeLeft);
12168 #endif
12169
12170         if (!TimeLeft && setup.time_limit)
12171         {
12172           if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12173             level.native_em_level->lev->killed_out_of_time = TRUE;
12174           else
12175             for (i = 0; i < MAX_PLAYERS; i++)
12176               KillPlayer(&stored_player[i]);
12177         }
12178       }
12179 #if 1
12180       else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
12181       {
12182         game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12183
12184         DisplayGameControlValues();
12185       }
12186 #else
12187       else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
12188         DrawGameValue_Time(TimePlayed);
12189 #endif
12190
12191       level.native_em_level->lev->time =
12192         (level.time == 0 ? TimePlayed : TimeLeft);
12193     }
12194
12195     if (tape.recording || tape.playing)
12196       DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
12197   }
12198
12199 #if 1
12200   UpdateAndDisplayGameControlValues();
12201 #else
12202   UpdateGameDoorValues();
12203   DrawGameDoorValues();
12204 #endif
12205 }
12206
12207 void AdvanceFrameAndPlayerCounters(int player_nr)
12208 {
12209   int i;
12210
12211   /* advance frame counters (global frame counter and time frame counter) */
12212   FrameCounter++;
12213   TimeFrames++;
12214
12215   /* advance player counters (counters for move delay, move animation etc.) */
12216   for (i = 0; i < MAX_PLAYERS; i++)
12217   {
12218     boolean advance_player_counters = (player_nr == -1 || player_nr == i);
12219     int move_delay_value = stored_player[i].move_delay_value;
12220     int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
12221
12222     if (!advance_player_counters)       /* not all players may be affected */
12223       continue;
12224
12225 #if USE_NEW_PLAYER_ANIM
12226     if (move_frames == 0)       /* less than one move per game frame */
12227     {
12228       int stepsize = TILEX / move_delay_value;
12229       int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
12230       int count = (stored_player[i].is_moving ?
12231                    ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
12232
12233       if (count % delay == 0)
12234         move_frames = 1;
12235     }
12236 #endif
12237
12238     stored_player[i].Frame += move_frames;
12239
12240     if (stored_player[i].MovPos != 0)
12241       stored_player[i].StepFrame += move_frames;
12242
12243     if (stored_player[i].move_delay > 0)
12244       stored_player[i].move_delay--;
12245
12246     /* due to bugs in previous versions, counter must count up, not down */
12247     if (stored_player[i].push_delay != -1)
12248       stored_player[i].push_delay++;
12249
12250     if (stored_player[i].drop_delay > 0)
12251       stored_player[i].drop_delay--;
12252
12253     if (stored_player[i].is_dropping_pressed)
12254       stored_player[i].drop_pressed_delay++;
12255   }
12256 }
12257
12258 void StartGameActions(boolean init_network_game, boolean record_tape,
12259                       long random_seed)
12260 {
12261   unsigned long new_random_seed = InitRND(random_seed);
12262
12263   if (record_tape)
12264     TapeStartRecording(new_random_seed);
12265
12266 #if defined(NETWORK_AVALIABLE)
12267   if (init_network_game)
12268   {
12269     SendToServer_StartPlaying();
12270
12271     return;
12272   }
12273 #endif
12274
12275   InitGame();
12276 }
12277
12278 void GameActions()
12279 {
12280   static unsigned long game_frame_delay = 0;
12281   unsigned long game_frame_delay_value;
12282   byte *recorded_player_action;
12283   byte summarized_player_action = 0;
12284   byte tape_action[MAX_PLAYERS];
12285   int i;
12286
12287   /* detect endless loops, caused by custom element programming */
12288   if (recursion_loop_detected && recursion_loop_depth == 0)
12289   {
12290     char *message = getStringCat3("Internal Error ! Element ",
12291                                   EL_NAME(recursion_loop_element),
12292                                   " caused endless loop ! Quit the game ?");
12293
12294     Error(ERR_WARN, "element '%s' caused endless loop in game engine",
12295           EL_NAME(recursion_loop_element));
12296
12297     RequestQuitGameExt(FALSE, level_editor_test_game, message);
12298
12299     recursion_loop_detected = FALSE;    /* if game should be continued */
12300
12301     free(message);
12302
12303     return;
12304   }
12305
12306   if (game.restart_level)
12307     StartGameActions(options.network, setup.autorecord, level.random_seed);
12308
12309   /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
12310   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12311   {
12312     if (level.native_em_level->lev->home == 0)  /* all players at home */
12313     {
12314       PlayerWins(local_player);
12315
12316       AllPlayersGone = TRUE;
12317
12318       level.native_em_level->lev->home = -1;
12319     }
12320
12321     if (level.native_em_level->ply[0]->alive == 0 &&
12322         level.native_em_level->ply[1]->alive == 0 &&
12323         level.native_em_level->ply[2]->alive == 0 &&
12324         level.native_em_level->ply[3]->alive == 0)      /* all dead */
12325       AllPlayersGone = TRUE;
12326   }
12327   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12328   {
12329     if (game_sp.LevelSolved &&
12330         !game_sp.GameOver)                              /* game won */
12331     {
12332       PlayerWins(local_player);
12333
12334       game_sp.GameOver = TRUE;
12335
12336       AllPlayersGone = TRUE;
12337     }
12338
12339     if (game_sp.GameOver)                               /* game lost */
12340       AllPlayersGone = TRUE;
12341   }
12342
12343   if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
12344     GameWon();
12345
12346   if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
12347     TapeStop();
12348
12349   if (game_status != GAME_MODE_PLAYING)         /* status might have changed */
12350     return;
12351
12352   game_frame_delay_value =
12353     (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
12354
12355   if (tape.playing && tape.warp_forward && !tape.pausing)
12356     game_frame_delay_value = 0;
12357
12358   /* ---------- main game synchronization point ---------- */
12359
12360   WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
12361
12362   if (network_playing && !network_player_action_received)
12363   {
12364     /* try to get network player actions in time */
12365
12366 #if defined(NETWORK_AVALIABLE)
12367     /* last chance to get network player actions without main loop delay */
12368     HandleNetworking();
12369 #endif
12370
12371     /* game was quit by network peer */
12372     if (game_status != GAME_MODE_PLAYING)
12373       return;
12374
12375     if (!network_player_action_received)
12376       return;           /* failed to get network player actions in time */
12377
12378     /* do not yet reset "network_player_action_received" (for tape.pausing) */
12379   }
12380
12381   if (tape.pausing)
12382     return;
12383
12384   /* at this point we know that we really continue executing the game */
12385
12386   network_player_action_received = FALSE;
12387
12388   /* when playing tape, read previously recorded player input from tape data */
12389   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
12390
12391 #if 1
12392   /* TapePlayAction() may return NULL when toggling to "pause before death" */
12393   if (tape.pausing)
12394     return;
12395 #endif
12396
12397   if (tape.set_centered_player)
12398   {
12399     game.centered_player_nr_next = tape.centered_player_nr_next;
12400     game.set_centered_player = TRUE;
12401   }
12402
12403   for (i = 0; i < MAX_PLAYERS; i++)
12404   {
12405     summarized_player_action |= stored_player[i].action;
12406
12407     if (!network_playing)
12408       stored_player[i].effective_action = stored_player[i].action;
12409   }
12410
12411 #if defined(NETWORK_AVALIABLE)
12412   if (network_playing)
12413     SendToServer_MovePlayer(summarized_player_action);
12414 #endif
12415
12416   if (!options.network && !setup.team_mode)
12417     local_player->effective_action = summarized_player_action;
12418
12419   if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
12420   {
12421     for (i = 0; i < MAX_PLAYERS; i++)
12422       stored_player[i].effective_action =
12423         (i == game.centered_player_nr ? summarized_player_action : 0);
12424   }
12425
12426   if (recorded_player_action != NULL)
12427     for (i = 0; i < MAX_PLAYERS; i++)
12428       stored_player[i].effective_action = recorded_player_action[i];
12429
12430   for (i = 0; i < MAX_PLAYERS; i++)
12431   {
12432     tape_action[i] = stored_player[i].effective_action;
12433
12434     /* (this can only happen in the R'n'D game engine) */
12435     if (tape.recording && tape_action[i] && !tape.player_participates[i])
12436       tape.player_participates[i] = TRUE;    /* player just appeared from CE */
12437   }
12438
12439   /* only record actions from input devices, but not programmed actions */
12440   if (tape.recording)
12441     TapeRecordAction(tape_action);
12442
12443 #if USE_NEW_PLAYER_ASSIGNMENTS
12444   {
12445     byte mapped_action[MAX_PLAYERS];
12446
12447     for (i = 0; i < MAX_PLAYERS; i++)
12448       mapped_action[i] = stored_player[map_player_action[i]].effective_action;
12449
12450     for (i = 0; i < MAX_PLAYERS; i++)
12451       stored_player[i].effective_action = mapped_action[i];
12452   }
12453 #endif
12454
12455   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12456   {
12457     GameActions_EM_Main();
12458   }
12459   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12460   {
12461     GameActions_SP_Main();
12462   }
12463   else
12464   {
12465     GameActions_RND();
12466   }
12467 }
12468
12469 void GameActions_EM_Main()
12470 {
12471   byte effective_action[MAX_PLAYERS];
12472   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12473   int i;
12474
12475   for (i = 0; i < MAX_PLAYERS; i++)
12476     effective_action[i] = stored_player[i].effective_action;
12477
12478   GameActions_EM(effective_action, warp_mode);
12479
12480   CheckLevelTime();
12481
12482   AdvanceFrameAndPlayerCounters(-1);    /* advance counters for all players */
12483 }
12484
12485 void GameActions_SP_Main()
12486 {
12487   byte effective_action[MAX_PLAYERS];
12488   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12489   int i;
12490
12491   for (i = 0; i < MAX_PLAYERS; i++)
12492     effective_action[i] = stored_player[i].effective_action;
12493
12494   GameActions_SP(effective_action, warp_mode);
12495
12496   CheckLevelTime();
12497
12498   AdvanceFrameAndPlayerCounters(-1);    /* advance counters for all players */
12499 }
12500
12501 void GameActions_RND()
12502 {
12503   int magic_wall_x = 0, magic_wall_y = 0;
12504   int i, x, y, element, graphic;
12505
12506   InitPlayfieldScanModeVars();
12507
12508 #if USE_ONE_MORE_CHANGE_PER_FRAME
12509   if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12510   {
12511     SCAN_PLAYFIELD(x, y)
12512     {
12513       ChangeCount[x][y] = 0;
12514       ChangeEvent[x][y] = -1;
12515     }
12516   }
12517 #endif
12518
12519   if (game.set_centered_player)
12520   {
12521     boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12522
12523     /* switching to "all players" only possible if all players fit to screen */
12524     if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12525     {
12526       game.centered_player_nr_next = game.centered_player_nr;
12527       game.set_centered_player = FALSE;
12528     }
12529
12530     /* do not switch focus to non-existing (or non-active) player */
12531     if (game.centered_player_nr_next >= 0 &&
12532         !stored_player[game.centered_player_nr_next].active)
12533     {
12534       game.centered_player_nr_next = game.centered_player_nr;
12535       game.set_centered_player = FALSE;
12536     }
12537   }
12538
12539   if (game.set_centered_player &&
12540       ScreenMovPos == 0)        /* screen currently aligned at tile position */
12541   {
12542     int sx, sy;
12543
12544     if (game.centered_player_nr_next == -1)
12545     {
12546       setScreenCenteredToAllPlayers(&sx, &sy);
12547     }
12548     else
12549     {
12550       sx = stored_player[game.centered_player_nr_next].jx;
12551       sy = stored_player[game.centered_player_nr_next].jy;
12552     }
12553
12554     game.centered_player_nr = game.centered_player_nr_next;
12555     game.set_centered_player = FALSE;
12556
12557     DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
12558     DrawGameDoorValues();
12559   }
12560
12561   for (i = 0; i < MAX_PLAYERS; i++)
12562   {
12563     int actual_player_action = stored_player[i].effective_action;
12564
12565 #if 1
12566     /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12567        - rnd_equinox_tetrachloride 048
12568        - rnd_equinox_tetrachloride_ii 096
12569        - rnd_emanuel_schmieg 002
12570        - doctor_sloan_ww 001, 020
12571     */
12572     if (stored_player[i].MovPos == 0)
12573       CheckGravityMovement(&stored_player[i]);
12574 #endif
12575
12576     /* overwrite programmed action with tape action */
12577     if (stored_player[i].programmed_action)
12578       actual_player_action = stored_player[i].programmed_action;
12579
12580     PlayerActions(&stored_player[i], actual_player_action);
12581
12582     ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12583   }
12584
12585   ScrollScreen(NULL, SCROLL_GO_ON);
12586
12587   /* for backwards compatibility, the following code emulates a fixed bug that
12588      occured when pushing elements (causing elements that just made their last
12589      pushing step to already (if possible) make their first falling step in the
12590      same game frame, which is bad); this code is also needed to use the famous
12591      "spring push bug" which is used in older levels and might be wanted to be
12592      used also in newer levels, but in this case the buggy pushing code is only
12593      affecting the "spring" element and no other elements */
12594
12595   if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12596   {
12597     for (i = 0; i < MAX_PLAYERS; i++)
12598     {
12599       struct PlayerInfo *player = &stored_player[i];
12600       int x = player->jx;
12601       int y = player->jy;
12602
12603       if (player->active && player->is_pushing && player->is_moving &&
12604           IS_MOVING(x, y) &&
12605           (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12606            Feld[x][y] == EL_SPRING))
12607       {
12608         ContinueMoving(x, y);
12609
12610         /* continue moving after pushing (this is actually a bug) */
12611         if (!IS_MOVING(x, y))
12612           Stop[x][y] = FALSE;
12613       }
12614     }
12615   }
12616
12617 #if 0
12618   debug_print_timestamp(0, "start main loop profiling");
12619 #endif
12620
12621   SCAN_PLAYFIELD(x, y)
12622   {
12623     ChangeCount[x][y] = 0;
12624     ChangeEvent[x][y] = -1;
12625
12626     /* this must be handled before main playfield loop */
12627     if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
12628     {
12629       MovDelay[x][y]--;
12630       if (MovDelay[x][y] <= 0)
12631         RemoveField(x, y);
12632     }
12633
12634 #if USE_NEW_SNAP_DELAY
12635     if (Feld[x][y] == EL_ELEMENT_SNAPPING)
12636     {
12637       MovDelay[x][y]--;
12638       if (MovDelay[x][y] <= 0)
12639       {
12640         RemoveField(x, y);
12641         TEST_DrawLevelField(x, y);
12642
12643         TestIfElementTouchesCustomElement(x, y);        /* for empty space */
12644       }
12645     }
12646 #endif
12647
12648 #if DEBUG
12649     if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12650     {
12651       printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
12652       printf("GameActions(): This should never happen!\n");
12653
12654       ChangePage[x][y] = -1;
12655     }
12656 #endif
12657
12658     Stop[x][y] = FALSE;
12659     if (WasJustMoving[x][y] > 0)
12660       WasJustMoving[x][y]--;
12661     if (WasJustFalling[x][y] > 0)
12662       WasJustFalling[x][y]--;
12663     if (CheckCollision[x][y] > 0)
12664       CheckCollision[x][y]--;
12665     if (CheckImpact[x][y] > 0)
12666       CheckImpact[x][y]--;
12667
12668     GfxFrame[x][y]++;
12669
12670     /* reset finished pushing action (not done in ContinueMoving() to allow
12671        continuous pushing animation for elements with zero push delay) */
12672     if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12673     {
12674       ResetGfxAnimation(x, y);
12675       TEST_DrawLevelField(x, y);
12676     }
12677
12678 #if DEBUG
12679     if (IS_BLOCKED(x, y))
12680     {
12681       int oldx, oldy;
12682
12683       Blocked2Moving(x, y, &oldx, &oldy);
12684       if (!IS_MOVING(oldx, oldy))
12685       {
12686         printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
12687         printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
12688         printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
12689         printf("GameActions(): This should never happen!\n");
12690       }
12691     }
12692 #endif
12693   }
12694
12695 #if 0
12696   debug_print_timestamp(0, "- time for pre-main loop:");
12697 #endif
12698
12699 #if 0   // -------------------- !!! TEST ONLY !!! --------------------
12700   SCAN_PLAYFIELD(x, y)
12701   {
12702     element = Feld[x][y];
12703     graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12704
12705 #if 1
12706     {
12707 #if 1
12708       int element2 = element;
12709       int graphic2 = graphic;
12710 #else
12711       int element2 = Feld[x][y];
12712       int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
12713 #endif
12714       int last_gfx_frame = GfxFrame[x][y];
12715
12716       if (graphic_info[graphic2].anim_global_sync)
12717         GfxFrame[x][y] = FrameCounter;
12718       else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
12719         GfxFrame[x][y] = CustomValue[x][y];
12720       else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
12721         GfxFrame[x][y] = element_info[element2].collect_score;
12722       else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
12723         GfxFrame[x][y] = ChangeDelay[x][y];
12724
12725       if (redraw && GfxFrame[x][y] != last_gfx_frame)
12726         DrawLevelGraphicAnimation(x, y, graphic2);
12727     }
12728 #else
12729     ResetGfxFrame(x, y, TRUE);
12730 #endif
12731
12732 #if 1
12733     if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12734         IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12735       ResetRandomAnimationValue(x, y);
12736 #endif
12737
12738 #if 1
12739     SetRandomAnimationValue(x, y);
12740 #endif
12741
12742 #if 1
12743     PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12744 #endif
12745   }
12746 #endif  // -------------------- !!! TEST ONLY !!! --------------------
12747
12748 #if 0
12749   debug_print_timestamp(0, "- time for TEST loop:     -->");
12750 #endif
12751
12752   SCAN_PLAYFIELD(x, y)
12753   {
12754     element = Feld[x][y];
12755     graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12756
12757     ResetGfxFrame(x, y, TRUE);
12758
12759     if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12760         IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12761       ResetRandomAnimationValue(x, y);
12762
12763     SetRandomAnimationValue(x, y);
12764
12765     PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12766
12767     if (IS_INACTIVE(element))
12768     {
12769       if (IS_ANIMATED(graphic))
12770         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12771
12772       continue;
12773     }
12774
12775     /* this may take place after moving, so 'element' may have changed */
12776     if (IS_CHANGING(x, y) &&
12777         (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12778     {
12779       int page = element_info[element].event_page_nr[CE_DELAY];
12780
12781 #if 1
12782       HandleElementChange(x, y, page);
12783 #else
12784       if (CAN_CHANGE(element))
12785         HandleElementChange(x, y, page);
12786
12787       if (HAS_ACTION(element))
12788         ExecuteCustomElementAction(x, y, element, page);
12789 #endif
12790
12791       element = Feld[x][y];
12792       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12793     }
12794
12795 #if 0   // ---------------------------------------------------------------------
12796
12797     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12798     {
12799       StartMoving(x, y);
12800
12801       element = Feld[x][y];
12802       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12803
12804       if (IS_ANIMATED(graphic) &&
12805           !IS_MOVING(x, y) &&
12806           !Stop[x][y])
12807         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12808
12809       if (IS_GEM(element) || element == EL_SP_INFOTRON)
12810         TEST_DrawTwinkleOnField(x, y);
12811     }
12812     else if (IS_MOVING(x, y))
12813       ContinueMoving(x, y);
12814     else
12815     {
12816       switch (element)
12817       {
12818         case EL_ACID:
12819         case EL_EXIT_OPEN:
12820         case EL_EM_EXIT_OPEN:
12821         case EL_SP_EXIT_OPEN:
12822         case EL_STEEL_EXIT_OPEN:
12823         case EL_EM_STEEL_EXIT_OPEN:
12824         case EL_SP_TERMINAL:
12825         case EL_SP_TERMINAL_ACTIVE:
12826         case EL_EXTRA_TIME:
12827         case EL_SHIELD_NORMAL:
12828         case EL_SHIELD_DEADLY:
12829           if (IS_ANIMATED(graphic))
12830             DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12831           break;
12832
12833         case EL_DYNAMITE_ACTIVE:
12834         case EL_EM_DYNAMITE_ACTIVE:
12835         case EL_DYNABOMB_PLAYER_1_ACTIVE:
12836         case EL_DYNABOMB_PLAYER_2_ACTIVE:
12837         case EL_DYNABOMB_PLAYER_3_ACTIVE:
12838         case EL_DYNABOMB_PLAYER_4_ACTIVE:
12839         case EL_SP_DISK_RED_ACTIVE:
12840           CheckDynamite(x, y);
12841           break;
12842
12843         case EL_AMOEBA_GROWING:
12844           AmoebeWaechst(x, y);
12845           break;
12846
12847         case EL_AMOEBA_SHRINKING:
12848           AmoebaDisappearing(x, y);
12849           break;
12850
12851 #if !USE_NEW_AMOEBA_CODE
12852         case EL_AMOEBA_WET:
12853         case EL_AMOEBA_DRY:
12854         case EL_AMOEBA_FULL:
12855         case EL_BD_AMOEBA:
12856         case EL_EMC_DRIPPER:
12857           AmoebeAbleger(x, y);
12858           break;
12859 #endif
12860
12861         case EL_GAME_OF_LIFE:
12862         case EL_BIOMAZE:
12863           Life(x, y);
12864           break;
12865
12866         case EL_EXIT_CLOSED:
12867           CheckExit(x, y);
12868           break;
12869
12870         case EL_EM_EXIT_CLOSED:
12871           CheckExitEM(x, y);
12872           break;
12873
12874         case EL_STEEL_EXIT_CLOSED:
12875           CheckExitSteel(x, y);
12876           break;
12877
12878         case EL_EM_STEEL_EXIT_CLOSED:
12879           CheckExitSteelEM(x, y);
12880           break;
12881
12882         case EL_SP_EXIT_CLOSED:
12883           CheckExitSP(x, y);
12884           break;
12885
12886         case EL_EXPANDABLE_WALL_GROWING:
12887         case EL_EXPANDABLE_STEELWALL_GROWING:
12888           MauerWaechst(x, y);
12889           break;
12890
12891         case EL_EXPANDABLE_WALL:
12892         case EL_EXPANDABLE_WALL_HORIZONTAL:
12893         case EL_EXPANDABLE_WALL_VERTICAL:
12894         case EL_EXPANDABLE_WALL_ANY:
12895         case EL_BD_EXPANDABLE_WALL:
12896           MauerAbleger(x, y);
12897           break;
12898
12899         case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
12900         case EL_EXPANDABLE_STEELWALL_VERTICAL:
12901         case EL_EXPANDABLE_STEELWALL_ANY:
12902           MauerAblegerStahl(x, y);
12903           break;
12904
12905         case EL_FLAMES:
12906           CheckForDragon(x, y);
12907           break;
12908
12909         case EL_EXPLOSION:
12910           break;
12911
12912         case EL_ELEMENT_SNAPPING:
12913         case EL_DIAGONAL_SHRINKING:
12914         case EL_DIAGONAL_GROWING:
12915         {
12916           graphic =
12917             el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12918
12919           DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12920           break;
12921         }
12922
12923         default:
12924           if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12925             DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12926           break;
12927       }
12928     }
12929
12930 #else   // ---------------------------------------------------------------------
12931
12932     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12933     {
12934       StartMoving(x, y);
12935
12936       element = Feld[x][y];
12937       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12938
12939       if (IS_ANIMATED(graphic) &&
12940           !IS_MOVING(x, y) &&
12941           !Stop[x][y])
12942         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12943
12944       if (IS_GEM(element) || element == EL_SP_INFOTRON)
12945         TEST_DrawTwinkleOnField(x, y);
12946     }
12947     else if ((element == EL_ACID ||
12948               element == EL_EXIT_OPEN ||
12949               element == EL_EM_EXIT_OPEN ||
12950               element == EL_SP_EXIT_OPEN ||
12951               element == EL_STEEL_EXIT_OPEN ||
12952               element == EL_EM_STEEL_EXIT_OPEN ||
12953               element == EL_SP_TERMINAL ||
12954               element == EL_SP_TERMINAL_ACTIVE ||
12955               element == EL_EXTRA_TIME ||
12956               element == EL_SHIELD_NORMAL ||
12957               element == EL_SHIELD_DEADLY) &&
12958              IS_ANIMATED(graphic))
12959       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12960     else if (IS_MOVING(x, y))
12961       ContinueMoving(x, y);
12962     else if (IS_ACTIVE_BOMB(element))
12963       CheckDynamite(x, y);
12964     else if (element == EL_AMOEBA_GROWING)
12965       AmoebeWaechst(x, y);
12966     else if (element == EL_AMOEBA_SHRINKING)
12967       AmoebaDisappearing(x, y);
12968
12969 #if !USE_NEW_AMOEBA_CODE
12970     else if (IS_AMOEBALIVE(element))
12971       AmoebeAbleger(x, y);
12972 #endif
12973
12974     else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12975       Life(x, y);
12976     else if (element == EL_EXIT_CLOSED)
12977       CheckExit(x, y);
12978     else if (element == EL_EM_EXIT_CLOSED)
12979       CheckExitEM(x, y);
12980     else if (element == EL_STEEL_EXIT_CLOSED)
12981       CheckExitSteel(x, y);
12982     else if (element == EL_EM_STEEL_EXIT_CLOSED)
12983       CheckExitSteelEM(x, y);
12984     else if (element == EL_SP_EXIT_CLOSED)
12985       CheckExitSP(x, y);
12986     else if (element == EL_EXPANDABLE_WALL_GROWING ||
12987              element == EL_EXPANDABLE_STEELWALL_GROWING)
12988       MauerWaechst(x, y);
12989     else if (element == EL_EXPANDABLE_WALL ||
12990              element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12991              element == EL_EXPANDABLE_WALL_VERTICAL ||
12992              element == EL_EXPANDABLE_WALL_ANY ||
12993              element == EL_BD_EXPANDABLE_WALL)
12994       MauerAbleger(x, y);
12995     else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12996              element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12997              element == EL_EXPANDABLE_STEELWALL_ANY)
12998       MauerAblegerStahl(x, y);
12999     else if (element == EL_FLAMES)
13000       CheckForDragon(x, y);
13001     else if (element == EL_EXPLOSION)
13002       ; /* drawing of correct explosion animation is handled separately */
13003     else if (element == EL_ELEMENT_SNAPPING ||
13004              element == EL_DIAGONAL_SHRINKING ||
13005              element == EL_DIAGONAL_GROWING)
13006     {
13007       graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
13008
13009       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
13010     }
13011     else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
13012       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
13013
13014 #endif  // ---------------------------------------------------------------------
13015
13016     if (IS_BELT_ACTIVE(element))
13017       PlayLevelSoundAction(x, y, ACTION_ACTIVE);
13018
13019     if (game.magic_wall_active)
13020     {
13021       int jx = local_player->jx, jy = local_player->jy;
13022
13023       /* play the element sound at the position nearest to the player */
13024       if ((element == EL_MAGIC_WALL_FULL ||
13025            element == EL_MAGIC_WALL_ACTIVE ||
13026            element == EL_MAGIC_WALL_EMPTYING ||
13027            element == EL_BD_MAGIC_WALL_FULL ||
13028            element == EL_BD_MAGIC_WALL_ACTIVE ||
13029            element == EL_BD_MAGIC_WALL_EMPTYING ||
13030            element == EL_DC_MAGIC_WALL_FULL ||
13031            element == EL_DC_MAGIC_WALL_ACTIVE ||
13032            element == EL_DC_MAGIC_WALL_EMPTYING) &&
13033           ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
13034       {
13035         magic_wall_x = x;
13036         magic_wall_y = y;
13037       }
13038     }
13039   }
13040
13041 #if 0
13042   debug_print_timestamp(0, "- time for MAIN loop:     -->");
13043 #endif
13044
13045 #if USE_NEW_AMOEBA_CODE
13046   /* new experimental amoeba growth stuff */
13047   if (!(FrameCounter % 8))
13048   {
13049     static unsigned long random = 1684108901;
13050
13051     for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
13052     {
13053       x = RND(lev_fieldx);
13054       y = RND(lev_fieldy);
13055       element = Feld[x][y];
13056
13057       if (!IS_PLAYER(x,y) &&
13058           (element == EL_EMPTY ||
13059            CAN_GROW_INTO(element) ||
13060            element == EL_QUICKSAND_EMPTY ||
13061            element == EL_QUICKSAND_FAST_EMPTY ||
13062            element == EL_ACID_SPLASH_LEFT ||
13063            element == EL_ACID_SPLASH_RIGHT))
13064       {
13065         if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
13066             (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
13067             (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
13068             (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
13069           Feld[x][y] = EL_AMOEBA_DROP;
13070       }
13071
13072       random = random * 129 + 1;
13073     }
13074   }
13075 #endif
13076
13077 #if 0
13078   if (game.explosions_delayed)
13079 #endif
13080   {
13081     game.explosions_delayed = FALSE;
13082
13083     SCAN_PLAYFIELD(x, y)
13084     {
13085       element = Feld[x][y];
13086
13087       if (ExplodeField[x][y])
13088         Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
13089       else if (element == EL_EXPLOSION)
13090         Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
13091
13092       ExplodeField[x][y] = EX_TYPE_NONE;
13093     }
13094
13095     game.explosions_delayed = TRUE;
13096   }
13097
13098   if (game.magic_wall_active)
13099   {
13100     if (!(game.magic_wall_time_left % 4))
13101     {
13102       int element = Feld[magic_wall_x][magic_wall_y];
13103
13104       if (element == EL_BD_MAGIC_WALL_FULL ||
13105           element == EL_BD_MAGIC_WALL_ACTIVE ||
13106           element == EL_BD_MAGIC_WALL_EMPTYING)
13107         PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
13108       else if (element == EL_DC_MAGIC_WALL_FULL ||
13109                element == EL_DC_MAGIC_WALL_ACTIVE ||
13110                element == EL_DC_MAGIC_WALL_EMPTYING)
13111         PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
13112       else
13113         PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
13114     }
13115
13116     if (game.magic_wall_time_left > 0)
13117     {
13118       game.magic_wall_time_left--;
13119
13120       if (!game.magic_wall_time_left)
13121       {
13122         SCAN_PLAYFIELD(x, y)
13123         {
13124           element = Feld[x][y];
13125
13126           if (element == EL_MAGIC_WALL_ACTIVE ||
13127               element == EL_MAGIC_WALL_FULL)
13128           {
13129             Feld[x][y] = EL_MAGIC_WALL_DEAD;
13130             TEST_DrawLevelField(x, y);
13131           }
13132           else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
13133                    element == EL_BD_MAGIC_WALL_FULL)
13134           {
13135             Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
13136             TEST_DrawLevelField(x, y);
13137           }
13138           else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
13139                    element == EL_DC_MAGIC_WALL_FULL)
13140           {
13141             Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
13142             TEST_DrawLevelField(x, y);
13143           }
13144         }
13145
13146         game.magic_wall_active = FALSE;
13147       }
13148     }
13149   }
13150
13151   if (game.light_time_left > 0)
13152   {
13153     game.light_time_left--;
13154
13155     if (game.light_time_left == 0)
13156       RedrawAllLightSwitchesAndInvisibleElements();
13157   }
13158
13159   if (game.timegate_time_left > 0)
13160   {
13161     game.timegate_time_left--;
13162
13163     if (game.timegate_time_left == 0)
13164       CloseAllOpenTimegates();
13165   }
13166
13167   if (game.lenses_time_left > 0)
13168   {
13169     game.lenses_time_left--;
13170
13171     if (game.lenses_time_left == 0)
13172       RedrawAllInvisibleElementsForLenses();
13173   }
13174
13175   if (game.magnify_time_left > 0)
13176   {
13177     game.magnify_time_left--;
13178
13179     if (game.magnify_time_left == 0)
13180       RedrawAllInvisibleElementsForMagnifier();
13181   }
13182
13183   for (i = 0; i < MAX_PLAYERS; i++)
13184   {
13185     struct PlayerInfo *player = &stored_player[i];
13186
13187     if (SHIELD_ON(player))
13188     {
13189       if (player->shield_deadly_time_left)
13190         PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
13191       else if (player->shield_normal_time_left)
13192         PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
13193     }
13194   }
13195
13196 #if USE_DELAYED_GFX_REDRAW
13197   SCAN_PLAYFIELD(x, y)
13198   {
13199 #if 1
13200     if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
13201 #else
13202     if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)) &&
13203         GfxRedraw[x][y] != GFX_REDRAW_NONE)
13204 #endif
13205     {
13206       /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
13207          !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
13208
13209       if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
13210         DrawLevelField(x, y);
13211
13212       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
13213         DrawLevelFieldCrumbled(x, y);
13214
13215       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
13216         DrawLevelFieldCrumbledNeighbours(x, y);
13217
13218       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
13219         DrawTwinkleOnField(x, y);
13220     }
13221
13222     GfxRedraw[x][y] = GFX_REDRAW_NONE;
13223   }
13224 #endif
13225
13226   CheckLevelTime();
13227
13228   DrawAllPlayers();
13229   PlayAllPlayersSound();
13230
13231   if (options.debug)                    /* calculate frames per second */
13232   {
13233     static unsigned long fps_counter = 0;
13234     static int fps_frames = 0;
13235     unsigned long fps_delay_ms = Counter() - fps_counter;
13236
13237     fps_frames++;
13238
13239     if (fps_delay_ms >= 500)    /* calculate fps every 0.5 seconds */
13240     {
13241       global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
13242
13243       fps_frames = 0;
13244       fps_counter = Counter();
13245     }
13246
13247     redraw_mask |= REDRAW_FPS;
13248   }
13249
13250   AdvanceFrameAndPlayerCounters(-1);    /* advance counters for all players */
13251
13252   if (local_player->show_envelope != 0 && local_player->MovPos == 0)
13253   {
13254     ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
13255
13256     local_player->show_envelope = 0;
13257   }
13258
13259 #if 0
13260   debug_print_timestamp(0, "stop main loop profiling ");
13261   printf("----------------------------------------------------------\n");
13262 #endif
13263
13264   /* use random number generator in every frame to make it less predictable */
13265   if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13266     RND(1);
13267 }
13268
13269 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
13270 {
13271   int min_x = x, min_y = y, max_x = x, max_y = y;
13272   int i;
13273
13274   for (i = 0; i < MAX_PLAYERS; i++)
13275   {
13276     int jx = stored_player[i].jx, jy = stored_player[i].jy;
13277
13278     if (!stored_player[i].active || &stored_player[i] == player)
13279       continue;
13280
13281     min_x = MIN(min_x, jx);
13282     min_y = MIN(min_y, jy);
13283     max_x = MAX(max_x, jx);
13284     max_y = MAX(max_y, jy);
13285   }
13286
13287   return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
13288 }
13289
13290 static boolean AllPlayersInVisibleScreen()
13291 {
13292   int i;
13293
13294   for (i = 0; i < MAX_PLAYERS; i++)
13295   {
13296     int jx = stored_player[i].jx, jy = stored_player[i].jy;
13297
13298     if (!stored_player[i].active)
13299       continue;
13300
13301     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13302       return FALSE;
13303   }
13304
13305   return TRUE;
13306 }
13307
13308 void ScrollLevel(int dx, int dy)
13309 {
13310 #if 0
13311   /* (directly solved in BlitBitmap() now) */
13312   static Bitmap *bitmap_db_field2 = NULL;
13313   int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
13314   int x, y;
13315 #else
13316   int x, y;
13317 #endif
13318
13319 #if 0
13320   /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
13321   /* only horizontal XOR vertical scroll direction allowed */
13322   if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
13323     return;
13324 #endif
13325
13326 #if 0
13327   /* (directly solved in BlitBitmap() now) */
13328   if (bitmap_db_field2 == NULL)
13329     bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
13330
13331   /* needed when blitting directly to same bitmap -- should not be needed with
13332      recent SDL libraries, but apparently does not work in 1.2.11 directly */
13333   BlitBitmap(drawto_field, bitmap_db_field2,
13334              FX + TILEX * (dx == -1) - softscroll_offset,
13335              FY + TILEY * (dy == -1) - softscroll_offset,
13336              SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13337              SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13338              FX + TILEX * (dx == 1) - softscroll_offset,
13339              FY + TILEY * (dy == 1) - softscroll_offset);
13340   BlitBitmap(bitmap_db_field2, drawto_field,
13341              FX + TILEX * (dx == 1) - softscroll_offset,
13342              FY + TILEY * (dy == 1) - softscroll_offset,
13343              SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13344              SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13345              FX + TILEX * (dx == 1) - softscroll_offset,
13346              FY + TILEY * (dy == 1) - softscroll_offset);
13347
13348 #else
13349
13350 #if 0
13351   /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
13352   int xsize = (BX2 - BX1 + 1);
13353   int ysize = (BY2 - BY1 + 1);
13354   int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
13355   int end   = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
13356   int step  = (start < end ? +1 : -1);
13357
13358   for (i = start; i != end; i += step)
13359   {
13360     BlitBitmap(drawto_field, drawto_field,
13361                FX + TILEX * (dx != 0 ? i + step : 0),
13362                FY + TILEY * (dy != 0 ? i + step : 0),
13363                TILEX * (dx != 0 ? 1 : xsize),
13364                TILEY * (dy != 0 ? 1 : ysize),
13365                FX + TILEX * (dx != 0 ? i : 0),
13366                FY + TILEY * (dy != 0 ? i : 0));
13367   }
13368
13369 #else
13370
13371   int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
13372
13373   BlitBitmap(drawto_field, drawto_field,
13374              FX + TILEX * (dx == -1) - softscroll_offset,
13375              FY + TILEY * (dy == -1) - softscroll_offset,
13376              SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13377              SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13378              FX + TILEX * (dx == 1) - softscroll_offset,
13379              FY + TILEY * (dy == 1) - softscroll_offset);
13380 #endif
13381 #endif
13382
13383   if (dx != 0)
13384   {
13385     x = (dx == 1 ? BX1 : BX2);
13386     for (y = BY1; y <= BY2; y++)
13387       DrawScreenField(x, y);
13388   }
13389
13390   if (dy != 0)
13391   {
13392     y = (dy == 1 ? BY1 : BY2);
13393     for (x = BX1; x <= BX2; x++)
13394       DrawScreenField(x, y);
13395   }
13396
13397   redraw_mask |= REDRAW_FIELD;
13398 }
13399
13400 static boolean canFallDown(struct PlayerInfo *player)
13401 {
13402   int jx = player->jx, jy = player->jy;
13403
13404   return (IN_LEV_FIELD(jx, jy + 1) &&
13405           (IS_FREE(jx, jy + 1) ||
13406            (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
13407           IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
13408           !IS_WALKABLE_INSIDE(Feld[jx][jy]));
13409 }
13410
13411 static boolean canPassField(int x, int y, int move_dir)
13412 {
13413   int opposite_dir = MV_DIR_OPPOSITE(move_dir);
13414   int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
13415   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
13416   int nextx = x + dx;
13417   int nexty = y + dy;
13418   int element = Feld[x][y];
13419
13420   return (IS_PASSABLE_FROM(element, opposite_dir) &&
13421           !CAN_MOVE(element) &&
13422           IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
13423           IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
13424           (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
13425 }
13426
13427 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
13428 {
13429   int opposite_dir = MV_DIR_OPPOSITE(move_dir);
13430   int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
13431   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
13432   int newx = x + dx;
13433   int newy = y + dy;
13434
13435   return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
13436           IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
13437           (IS_DIGGABLE(Feld[newx][newy]) ||
13438            IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
13439            canPassField(newx, newy, move_dir)));
13440 }
13441
13442 static void CheckGravityMovement(struct PlayerInfo *player)
13443 {
13444 #if USE_PLAYER_GRAVITY
13445   if (player->gravity && !player->programmed_action)
13446 #else
13447   if (game.gravity && !player->programmed_action)
13448 #endif
13449   {
13450     int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
13451     int move_dir_vertical   = player->effective_action & MV_VERTICAL;
13452     boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
13453     int jx = player->jx, jy = player->jy;
13454     boolean player_is_moving_to_valid_field =
13455       (!player_is_snapping &&
13456        (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
13457         canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
13458     boolean player_can_fall_down = canFallDown(player);
13459
13460     if (player_can_fall_down &&
13461         !player_is_moving_to_valid_field)
13462       player->programmed_action = MV_DOWN;
13463   }
13464 }
13465
13466 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
13467 {
13468   return CheckGravityMovement(player);
13469
13470 #if USE_PLAYER_GRAVITY
13471   if (player->gravity && !player->programmed_action)
13472 #else
13473   if (game.gravity && !player->programmed_action)
13474 #endif
13475   {
13476     int jx = player->jx, jy = player->jy;
13477     boolean field_under_player_is_free =
13478       (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
13479     boolean player_is_standing_on_valid_field =
13480       (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
13481        (IS_WALKABLE(Feld[jx][jy]) &&
13482         !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
13483
13484     if (field_under_player_is_free && !player_is_standing_on_valid_field)
13485       player->programmed_action = MV_DOWN;
13486   }
13487 }
13488
13489 /*
13490   MovePlayerOneStep()
13491   -----------------------------------------------------------------------------
13492   dx, dy:               direction (non-diagonal) to try to move the player to
13493   real_dx, real_dy:     direction as read from input device (can be diagonal)
13494 */
13495
13496 boolean MovePlayerOneStep(struct PlayerInfo *player,
13497                           int dx, int dy, int real_dx, int real_dy)
13498 {
13499   int jx = player->jx, jy = player->jy;
13500   int new_jx = jx + dx, new_jy = jy + dy;
13501 #if !USE_FIXED_DONT_RUN_INTO
13502   int element;
13503 #endif
13504   int can_move;
13505   boolean player_can_move = !player->cannot_move;
13506
13507   if (!player->active || (!dx && !dy))
13508     return MP_NO_ACTION;
13509
13510   player->MovDir = (dx < 0 ? MV_LEFT :
13511                     dx > 0 ? MV_RIGHT :
13512                     dy < 0 ? MV_UP :
13513                     dy > 0 ? MV_DOWN :  MV_NONE);
13514
13515   if (!IN_LEV_FIELD(new_jx, new_jy))
13516     return MP_NO_ACTION;
13517
13518   if (!player_can_move)
13519   {
13520     if (player->MovPos == 0)
13521     {
13522       player->is_moving = FALSE;
13523       player->is_digging = FALSE;
13524       player->is_collecting = FALSE;
13525       player->is_snapping = FALSE;
13526       player->is_pushing = FALSE;
13527     }
13528   }
13529
13530 #if 1
13531   if (!options.network && game.centered_player_nr == -1 &&
13532       !AllPlayersInSight(player, new_jx, new_jy))
13533     return MP_NO_ACTION;
13534 #else
13535   if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
13536     return MP_NO_ACTION;
13537 #endif
13538
13539 #if !USE_FIXED_DONT_RUN_INTO
13540   element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
13541
13542   /* (moved to DigField()) */
13543   if (player_can_move && DONT_RUN_INTO(element))
13544   {
13545     if (element == EL_ACID && dx == 0 && dy == 1)
13546     {
13547       SplashAcid(new_jx, new_jy);
13548       Feld[jx][jy] = EL_PLAYER_1;
13549       InitMovingField(jx, jy, MV_DOWN);
13550       Store[jx][jy] = EL_ACID;
13551       ContinueMoving(jx, jy);
13552       BuryPlayer(player);
13553     }
13554     else
13555       TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13556
13557     return MP_MOVING;
13558   }
13559 #endif
13560
13561   can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
13562   if (can_move != MP_MOVING)
13563     return can_move;
13564
13565   /* check if DigField() has caused relocation of the player */
13566   if (player->jx != jx || player->jy != jy)
13567     return MP_NO_ACTION;        /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
13568
13569   StorePlayer[jx][jy] = 0;
13570   player->last_jx = jx;
13571   player->last_jy = jy;
13572   player->jx = new_jx;
13573   player->jy = new_jy;
13574   StorePlayer[new_jx][new_jy] = player->element_nr;
13575
13576   if (player->move_delay_value_next != -1)
13577   {
13578     player->move_delay_value = player->move_delay_value_next;
13579     player->move_delay_value_next = -1;
13580   }
13581
13582   player->MovPos =
13583     (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
13584
13585   player->step_counter++;
13586
13587   PlayerVisit[jx][jy] = FrameCounter;
13588
13589 #if USE_UFAST_PLAYER_EXIT_BUGFIX
13590   player->is_moving = TRUE;
13591 #endif
13592
13593 #if 1
13594   /* should better be called in MovePlayer(), but this breaks some tapes */
13595   ScrollPlayer(player, SCROLL_INIT);
13596 #endif
13597
13598   return MP_MOVING;
13599 }
13600
13601 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
13602 {
13603   int jx = player->jx, jy = player->jy;
13604   int old_jx = jx, old_jy = jy;
13605   int moved = MP_NO_ACTION;
13606
13607   if (!player->active)
13608     return FALSE;
13609
13610   if (!dx && !dy)
13611   {
13612     if (player->MovPos == 0)
13613     {
13614       player->is_moving = FALSE;
13615       player->is_digging = FALSE;
13616       player->is_collecting = FALSE;
13617       player->is_snapping = FALSE;
13618       player->is_pushing = FALSE;
13619     }
13620
13621     return FALSE;
13622   }
13623
13624   if (player->move_delay > 0)
13625     return FALSE;
13626
13627   player->move_delay = -1;              /* set to "uninitialized" value */
13628
13629   /* store if player is automatically moved to next field */
13630   player->is_auto_moving = (player->programmed_action != MV_NONE);
13631
13632   /* remove the last programmed player action */
13633   player->programmed_action = 0;
13634
13635   if (player->MovPos)
13636   {
13637     /* should only happen if pre-1.2 tape recordings are played */
13638     /* this is only for backward compatibility */
13639
13640     int original_move_delay_value = player->move_delay_value;
13641
13642 #if DEBUG
13643     printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
13644            tape.counter);
13645 #endif
13646
13647     /* scroll remaining steps with finest movement resolution */
13648     player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
13649
13650     while (player->MovPos)
13651     {
13652       ScrollPlayer(player, SCROLL_GO_ON);
13653       ScrollScreen(NULL, SCROLL_GO_ON);
13654
13655       AdvanceFrameAndPlayerCounters(player->index_nr);
13656
13657       DrawAllPlayers();
13658       BackToFront();
13659     }
13660
13661     player->move_delay_value = original_move_delay_value;
13662   }
13663
13664   player->is_active = FALSE;
13665
13666   if (player->last_move_dir & MV_HORIZONTAL)
13667   {
13668     if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13669       moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13670   }
13671   else
13672   {
13673     if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13674       moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13675   }
13676
13677 #if USE_FIXED_BORDER_RUNNING_GFX
13678   if (!moved && !player->is_active)
13679   {
13680     player->is_moving = FALSE;
13681     player->is_digging = FALSE;
13682     player->is_collecting = FALSE;
13683     player->is_snapping = FALSE;
13684     player->is_pushing = FALSE;
13685   }
13686 #endif
13687
13688   jx = player->jx;
13689   jy = player->jy;
13690
13691 #if 1
13692   if (moved & MP_MOVING && !ScreenMovPos &&
13693       (player->index_nr == game.centered_player_nr ||
13694        game.centered_player_nr == -1))
13695 #else
13696   if (moved & MP_MOVING && !ScreenMovPos &&
13697       (player == local_player || !options.network))
13698 #endif
13699   {
13700     int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13701     int offset = game.scroll_delay_value;
13702
13703     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13704     {
13705       /* actual player has left the screen -- scroll in that direction */
13706       if (jx != old_jx)         /* player has moved horizontally */
13707         scroll_x += (jx - old_jx);
13708       else                      /* player has moved vertically */
13709         scroll_y += (jy - old_jy);
13710     }
13711     else
13712     {
13713       if (jx != old_jx)         /* player has moved horizontally */
13714       {
13715         if ((player->MovDir == MV_LEFT  && scroll_x > jx - MIDPOSX + offset) ||
13716             (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
13717           scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
13718
13719         /* don't scroll over playfield boundaries */
13720         if (scroll_x < SBX_Left || scroll_x > SBX_Right)
13721           scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
13722
13723         /* don't scroll more than one field at a time */
13724         scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13725
13726         /* don't scroll against the player's moving direction */
13727         if ((player->MovDir == MV_LEFT  && scroll_x > old_scroll_x) ||
13728             (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13729           scroll_x = old_scroll_x;
13730       }
13731       else                      /* player has moved vertically */
13732       {
13733         if ((player->MovDir == MV_UP   && scroll_y > jy - MIDPOSY + offset) ||
13734             (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
13735           scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
13736
13737         /* don't scroll over playfield boundaries */
13738         if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
13739           scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
13740
13741         /* don't scroll more than one field at a time */
13742         scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13743
13744         /* don't scroll against the player's moving direction */
13745         if ((player->MovDir == MV_UP   && scroll_y > old_scroll_y) ||
13746             (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13747           scroll_y = old_scroll_y;
13748       }
13749     }
13750
13751     if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13752     {
13753 #if 1
13754       if (!options.network && game.centered_player_nr == -1 &&
13755           !AllPlayersInVisibleScreen())
13756       {
13757         scroll_x = old_scroll_x;
13758         scroll_y = old_scroll_y;
13759       }
13760       else
13761 #else
13762       if (!options.network && !AllPlayersInVisibleScreen())
13763       {
13764         scroll_x = old_scroll_x;
13765         scroll_y = old_scroll_y;
13766       }
13767       else
13768 #endif
13769       {
13770         ScrollScreen(player, SCROLL_INIT);
13771         ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13772       }
13773     }
13774   }
13775
13776   player->StepFrame = 0;
13777
13778   if (moved & MP_MOVING)
13779   {
13780     if (old_jx != jx && old_jy == jy)
13781       player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13782     else if (old_jx == jx && old_jy != jy)
13783       player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13784
13785     TEST_DrawLevelField(jx, jy);        /* for "crumbled sand" */
13786
13787     player->last_move_dir = player->MovDir;
13788     player->is_moving = TRUE;
13789     player->is_snapping = FALSE;
13790     player->is_switching = FALSE;
13791     player->is_dropping = FALSE;
13792     player->is_dropping_pressed = FALSE;
13793     player->drop_pressed_delay = 0;
13794
13795 #if 0
13796     /* should better be called here than above, but this breaks some tapes */
13797     ScrollPlayer(player, SCROLL_INIT);
13798 #endif
13799   }
13800   else
13801   {
13802     CheckGravityMovementWhenNotMoving(player);
13803
13804     player->is_moving = FALSE;
13805
13806     /* at this point, the player is allowed to move, but cannot move right now
13807        (e.g. because of something blocking the way) -- ensure that the player
13808        is also allowed to move in the next frame (in old versions before 3.1.1,
13809        the player was forced to wait again for eight frames before next try) */
13810
13811     if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13812       player->move_delay = 0;   /* allow direct movement in the next frame */
13813   }
13814
13815   if (player->move_delay == -1)         /* not yet initialized by DigField() */
13816     player->move_delay = player->move_delay_value;
13817
13818   if (game.engine_version < VERSION_IDENT(3,0,7,0))
13819   {
13820     TestIfPlayerTouchesBadThing(jx, jy);
13821     TestIfPlayerTouchesCustomElement(jx, jy);
13822   }
13823
13824   if (!player->active)
13825     RemovePlayer(player);
13826
13827   return moved;
13828 }
13829
13830 void ScrollPlayer(struct PlayerInfo *player, int mode)
13831 {
13832   int jx = player->jx, jy = player->jy;
13833   int last_jx = player->last_jx, last_jy = player->last_jy;
13834   int move_stepsize = TILEX / player->move_delay_value;
13835
13836 #if USE_NEW_PLAYER_SPEED
13837   if (!player->active)
13838     return;
13839
13840   if (player->MovPos == 0 && mode == SCROLL_GO_ON)      /* player not moving */
13841     return;
13842 #else
13843   if (!player->active || player->MovPos == 0)
13844     return;
13845 #endif
13846
13847   if (mode == SCROLL_INIT)
13848   {
13849     player->actual_frame_counter = FrameCounter;
13850     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13851
13852     if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13853         Feld[last_jx][last_jy] == EL_EMPTY)
13854     {
13855       int last_field_block_delay = 0;   /* start with no blocking at all */
13856       int block_delay_adjustment = player->block_delay_adjustment;
13857
13858       /* if player blocks last field, add delay for exactly one move */
13859       if (player->block_last_field)
13860       {
13861         last_field_block_delay += player->move_delay_value;
13862
13863         /* when blocking enabled, prevent moving up despite gravity */
13864 #if USE_PLAYER_GRAVITY
13865         if (player->gravity && player->MovDir == MV_UP)
13866           block_delay_adjustment = -1;
13867 #else
13868         if (game.gravity && player->MovDir == MV_UP)
13869           block_delay_adjustment = -1;
13870 #endif
13871       }
13872
13873       /* add block delay adjustment (also possible when not blocking) */
13874       last_field_block_delay += block_delay_adjustment;
13875
13876       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13877       MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13878     }
13879
13880 #if USE_NEW_PLAYER_SPEED
13881     if (player->MovPos != 0)    /* player has not yet reached destination */
13882       return;
13883 #else
13884     return;
13885 #endif
13886   }
13887   else if (!FrameReached(&player->actual_frame_counter, 1))
13888     return;
13889
13890 #if USE_NEW_PLAYER_SPEED
13891   if (player->MovPos != 0)
13892   {
13893     player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13894     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13895
13896     /* before DrawPlayer() to draw correct player graphic for this case */
13897     if (player->MovPos == 0)
13898       CheckGravityMovement(player);
13899   }
13900 #else
13901   player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13902   player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13903
13904   /* before DrawPlayer() to draw correct player graphic for this case */
13905   if (player->MovPos == 0)
13906     CheckGravityMovement(player);
13907 #endif
13908
13909   if (player->MovPos == 0)      /* player reached destination field */
13910   {
13911     if (player->move_delay_reset_counter > 0)
13912     {
13913       player->move_delay_reset_counter--;
13914
13915       if (player->move_delay_reset_counter == 0)
13916       {
13917         /* continue with normal speed after quickly moving through gate */
13918         HALVE_PLAYER_SPEED(player);
13919
13920         /* be able to make the next move without delay */
13921         player->move_delay = 0;
13922       }
13923     }
13924
13925     player->last_jx = jx;
13926     player->last_jy = jy;
13927
13928     if (Feld[jx][jy] == EL_EXIT_OPEN ||
13929         Feld[jx][jy] == EL_EM_EXIT_OPEN ||
13930 #if 1
13931         Feld[jx][jy] == EL_EM_EXIT_OPENING ||
13932 #endif
13933         Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
13934         Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13935 #if 1
13936         Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13937 #endif
13938         Feld[jx][jy] == EL_SP_EXIT_OPEN ||
13939         Feld[jx][jy] == EL_SP_EXIT_OPENING)     /* <-- special case */
13940     {
13941       DrawPlayer(player);       /* needed here only to cleanup last field */
13942       RemovePlayer(player);
13943
13944       if (local_player->friends_still_needed == 0 ||
13945           IS_SP_ELEMENT(Feld[jx][jy]))
13946         PlayerWins(player);
13947     }
13948
13949     /* this breaks one level: "machine", level 000 */
13950     {
13951       int move_direction = player->MovDir;
13952       int enter_side = MV_DIR_OPPOSITE(move_direction);
13953       int leave_side = move_direction;
13954       int old_jx = last_jx;
13955       int old_jy = last_jy;
13956       int old_element = Feld[old_jx][old_jy];
13957       int new_element = Feld[jx][jy];
13958
13959       if (IS_CUSTOM_ELEMENT(old_element))
13960         CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13961                                    CE_LEFT_BY_PLAYER,
13962                                    player->index_bit, leave_side);
13963
13964       CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13965                                           CE_PLAYER_LEAVES_X,
13966                                           player->index_bit, leave_side);
13967
13968       if (IS_CUSTOM_ELEMENT(new_element))
13969         CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13970                                    player->index_bit, enter_side);
13971
13972       CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13973                                           CE_PLAYER_ENTERS_X,
13974                                           player->index_bit, enter_side);
13975
13976 #if USE_FIX_CE_ACTION_WITH_PLAYER
13977       CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13978                                         CE_MOVE_OF_X, move_direction);
13979 #else
13980       CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
13981                                         CE_MOVE_OF_X, move_direction);
13982 #endif
13983     }
13984
13985     if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13986     {
13987       TestIfPlayerTouchesBadThing(jx, jy);
13988       TestIfPlayerTouchesCustomElement(jx, jy);
13989
13990       /* needed because pushed element has not yet reached its destination,
13991          so it would trigger a change event at its previous field location */
13992       if (!player->is_pushing)
13993         TestIfElementTouchesCustomElement(jx, jy);      /* for empty space */
13994
13995       if (!player->active)
13996         RemovePlayer(player);
13997     }
13998
13999     if (!local_player->LevelSolved && level.use_step_counter)
14000     {
14001       int i;
14002
14003       TimePlayed++;
14004
14005       if (TimeLeft > 0)
14006       {
14007         TimeLeft--;
14008
14009         if (TimeLeft <= 10 && setup.time_limit)
14010           PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14011
14012 #if 1
14013         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14014
14015         DisplayGameControlValues();
14016 #else
14017         DrawGameValue_Time(TimeLeft);
14018 #endif
14019
14020         if (!TimeLeft && setup.time_limit)
14021           for (i = 0; i < MAX_PLAYERS; i++)
14022             KillPlayer(&stored_player[i]);
14023       }
14024 #if 1
14025       else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
14026       {
14027         game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
14028
14029         DisplayGameControlValues();
14030       }
14031 #else
14032       else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
14033         DrawGameValue_Time(TimePlayed);
14034 #endif
14035     }
14036
14037     if (tape.single_step && tape.recording && !tape.pausing &&
14038         !player->programmed_action)
14039       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
14040   }
14041 }
14042
14043 void ScrollScreen(struct PlayerInfo *player, int mode)
14044 {
14045   static unsigned long screen_frame_counter = 0;
14046
14047   if (mode == SCROLL_INIT)
14048   {
14049     /* set scrolling step size according to actual player's moving speed */
14050     ScrollStepSize = TILEX / player->move_delay_value;
14051
14052     screen_frame_counter = FrameCounter;
14053     ScreenMovDir = player->MovDir;
14054     ScreenMovPos = player->MovPos;
14055     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
14056     return;
14057   }
14058   else if (!FrameReached(&screen_frame_counter, 1))
14059     return;
14060
14061   if (ScreenMovPos)
14062   {
14063     ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
14064     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
14065     redraw_mask |= REDRAW_FIELD;
14066   }
14067   else
14068     ScreenMovDir = MV_NONE;
14069 }
14070
14071 void TestIfPlayerTouchesCustomElement(int x, int y)
14072 {
14073   static int xy[4][2] =
14074   {
14075     { 0, -1 },
14076     { -1, 0 },
14077     { +1, 0 },
14078     { 0, +1 }
14079   };
14080   static int trigger_sides[4][2] =
14081   {
14082     /* center side       border side */
14083     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      /* check top    */
14084     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      /* check left   */
14085     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      /* check right  */
14086     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       /* check bottom */
14087   };
14088   static int touch_dir[4] =
14089   {
14090     MV_LEFT | MV_RIGHT,
14091     MV_UP   | MV_DOWN,
14092     MV_UP   | MV_DOWN,
14093     MV_LEFT | MV_RIGHT
14094   };
14095   int center_element = Feld[x][y];      /* should always be non-moving! */
14096   int i;
14097
14098   for (i = 0; i < NUM_DIRECTIONS; i++)
14099   {
14100     int xx = x + xy[i][0];
14101     int yy = y + xy[i][1];
14102     int center_side = trigger_sides[i][0];
14103     int border_side = trigger_sides[i][1];
14104     int border_element;
14105
14106     if (!IN_LEV_FIELD(xx, yy))
14107       continue;
14108
14109     if (IS_PLAYER(x, y))                /* player found at center element */
14110     {
14111       struct PlayerInfo *player = PLAYERINFO(x, y);
14112
14113       if (game.engine_version < VERSION_IDENT(3,0,7,0))
14114         border_element = Feld[xx][yy];          /* may be moving! */
14115       else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
14116         border_element = Feld[xx][yy];
14117       else if (MovDir[xx][yy] & touch_dir[i])   /* elements are touching */
14118         border_element = MovingOrBlocked2Element(xx, yy);
14119       else
14120         continue;               /* center and border element do not touch */
14121
14122       CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
14123                                  player->index_bit, border_side);
14124       CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
14125                                           CE_PLAYER_TOUCHES_X,
14126                                           player->index_bit, border_side);
14127
14128 #if USE_FIX_CE_ACTION_WITH_PLAYER
14129       {
14130         /* use player element that is initially defined in the level playfield,
14131            not the player element that corresponds to the runtime player number
14132            (example: a level that contains EL_PLAYER_3 as the only player would
14133            incorrectly give EL_PLAYER_1 for "player->element_nr") */
14134         int player_element = PLAYERINFO(x, y)->initial_element;
14135
14136         CheckElementChangeBySide(xx, yy, border_element, player_element,
14137                                  CE_TOUCHING_X, border_side);
14138       }
14139 #endif
14140     }
14141     else if (IS_PLAYER(xx, yy))         /* player found at border element */
14142     {
14143       struct PlayerInfo *player = PLAYERINFO(xx, yy);
14144
14145       if (game.engine_version >= VERSION_IDENT(3,0,7,0))
14146       {
14147         if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
14148           continue;             /* center and border element do not touch */
14149       }
14150
14151       CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
14152                                  player->index_bit, center_side);
14153       CheckTriggeredElementChangeByPlayer(x, y, center_element,
14154                                           CE_PLAYER_TOUCHES_X,
14155                                           player->index_bit, center_side);
14156
14157 #if USE_FIX_CE_ACTION_WITH_PLAYER
14158       {
14159         /* use player element that is initially defined in the level playfield,
14160            not the player element that corresponds to the runtime player number
14161            (example: a level that contains EL_PLAYER_3 as the only player would
14162            incorrectly give EL_PLAYER_1 for "player->element_nr") */
14163         int player_element = PLAYERINFO(xx, yy)->initial_element;
14164
14165         CheckElementChangeBySide(x, y, center_element, player_element,
14166                                  CE_TOUCHING_X, center_side);
14167       }
14168 #endif
14169
14170       break;
14171     }
14172   }
14173 }
14174
14175 #if USE_ELEMENT_TOUCHING_BUGFIX
14176
14177 void TestIfElementTouchesCustomElement(int x, int y)
14178 {
14179   static int xy[4][2] =
14180   {
14181     { 0, -1 },
14182     { -1, 0 },
14183     { +1, 0 },
14184     { 0, +1 }
14185   };
14186   static int trigger_sides[4][2] =
14187   {
14188     /* center side      border side */
14189     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      /* check top    */
14190     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      /* check left   */
14191     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      /* check right  */
14192     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       /* check bottom */
14193   };
14194   static int touch_dir[4] =
14195   {
14196     MV_LEFT | MV_RIGHT,
14197     MV_UP   | MV_DOWN,
14198     MV_UP   | MV_DOWN,
14199     MV_LEFT | MV_RIGHT
14200   };
14201   boolean change_center_element = FALSE;
14202   int center_element = Feld[x][y];      /* should always be non-moving! */
14203   int border_element_old[NUM_DIRECTIONS];
14204   int i;
14205
14206   for (i = 0; i < NUM_DIRECTIONS; i++)
14207   {
14208     int xx = x + xy[i][0];
14209     int yy = y + xy[i][1];
14210     int border_element;
14211
14212     border_element_old[i] = -1;
14213
14214     if (!IN_LEV_FIELD(xx, yy))
14215       continue;
14216
14217     if (game.engine_version < VERSION_IDENT(3,0,7,0))
14218       border_element = Feld[xx][yy];    /* may be moving! */
14219     else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
14220       border_element = Feld[xx][yy];
14221     else if (MovDir[xx][yy] & touch_dir[i])     /* elements are touching */
14222       border_element = MovingOrBlocked2Element(xx, yy);
14223     else
14224       continue;                 /* center and border element do not touch */
14225
14226     border_element_old[i] = border_element;
14227   }
14228
14229   for (i = 0; i < NUM_DIRECTIONS; i++)
14230   {
14231     int xx = x + xy[i][0];
14232     int yy = y + xy[i][1];
14233     int center_side = trigger_sides[i][0];
14234     int border_element = border_element_old[i];
14235
14236     if (border_element == -1)
14237       continue;
14238
14239     /* check for change of border element */
14240     CheckElementChangeBySide(xx, yy, border_element, center_element,
14241                              CE_TOUCHING_X, center_side);
14242
14243     /* (center element cannot be player, so we dont have to check this here) */
14244   }
14245
14246   for (i = 0; i < NUM_DIRECTIONS; i++)
14247   {
14248     int xx = x + xy[i][0];
14249     int yy = y + xy[i][1];
14250     int border_side = trigger_sides[i][1];
14251     int border_element = border_element_old[i];
14252
14253     if (border_element == -1)
14254       continue;
14255
14256     /* check for change of center element (but change it only once) */
14257     if (!change_center_element)
14258       change_center_element =
14259         CheckElementChangeBySide(x, y, center_element, border_element,
14260                                  CE_TOUCHING_X, border_side);
14261
14262 #if USE_FIX_CE_ACTION_WITH_PLAYER
14263     if (IS_PLAYER(xx, yy))
14264     {
14265       /* use player element that is initially defined in the level playfield,
14266          not the player element that corresponds to the runtime player number
14267          (example: a level that contains EL_PLAYER_3 as the only player would
14268          incorrectly give EL_PLAYER_1 for "player->element_nr") */
14269       int player_element = PLAYERINFO(xx, yy)->initial_element;
14270
14271       CheckElementChangeBySide(x, y, center_element, player_element,
14272                                CE_TOUCHING_X, border_side);
14273     }
14274 #endif
14275   }
14276 }
14277
14278 #else
14279
14280 void TestIfElementTouchesCustomElement_OLD(int x, int y)
14281 {
14282   static int xy[4][2] =
14283   {
14284     { 0, -1 },
14285     { -1, 0 },
14286     { +1, 0 },
14287     { 0, +1 }
14288   };
14289   static int trigger_sides[4][2] =
14290   {
14291     /* center side      border side */
14292     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      /* check top    */
14293     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      /* check left   */
14294     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      /* check right  */
14295     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       /* check bottom */
14296   };
14297   static int touch_dir[4] =
14298   {
14299     MV_LEFT | MV_RIGHT,
14300     MV_UP   | MV_DOWN,
14301     MV_UP   | MV_DOWN,
14302     MV_LEFT | MV_RIGHT
14303   };
14304   boolean change_center_element = FALSE;
14305   int center_element = Feld[x][y];      /* should always be non-moving! */
14306   int i;
14307
14308   for (i = 0; i < NUM_DIRECTIONS; i++)
14309   {
14310     int xx = x + xy[i][0];
14311     int yy = y + xy[i][1];
14312     int center_side = trigger_sides[i][0];
14313     int border_side = trigger_sides[i][1];
14314     int border_element;
14315
14316     if (!IN_LEV_FIELD(xx, yy))
14317       continue;
14318
14319     if (game.engine_version < VERSION_IDENT(3,0,7,0))
14320       border_element = Feld[xx][yy];    /* may be moving! */
14321     else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
14322       border_element = Feld[xx][yy];
14323     else if (MovDir[xx][yy] & touch_dir[i])     /* elements are touching */
14324       border_element = MovingOrBlocked2Element(xx, yy);
14325     else
14326       continue;                 /* center and border element do not touch */
14327
14328     /* check for change of center element (but change it only once) */
14329     if (!change_center_element)
14330       change_center_element =
14331         CheckElementChangeBySide(x, y, center_element, border_element,
14332                                  CE_TOUCHING_X, border_side);
14333
14334     /* check for change of border element */
14335     CheckElementChangeBySide(xx, yy, border_element, center_element,
14336                              CE_TOUCHING_X, center_side);
14337   }
14338 }
14339
14340 #endif
14341
14342 void TestIfElementHitsCustomElement(int x, int y, int direction)
14343 {
14344   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
14345   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
14346   int hitx = x + dx, hity = y + dy;
14347   int hitting_element = Feld[x][y];
14348   int touched_element;
14349
14350   if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
14351     return;
14352
14353   touched_element = (IN_LEV_FIELD(hitx, hity) ?
14354                      MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
14355
14356   if (IN_LEV_FIELD(hitx, hity))
14357   {
14358     int opposite_direction = MV_DIR_OPPOSITE(direction);
14359     int hitting_side = direction;
14360     int touched_side = opposite_direction;
14361     boolean object_hit = (!IS_MOVING(hitx, hity) ||
14362                           MovDir[hitx][hity] != direction ||
14363                           ABS(MovPos[hitx][hity]) <= TILEY / 2);
14364
14365     object_hit = TRUE;
14366
14367     if (object_hit)
14368     {
14369       CheckElementChangeBySide(x, y, hitting_element, touched_element,
14370                                CE_HITTING_X, touched_side);
14371
14372       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14373                                CE_HIT_BY_X, hitting_side);
14374
14375       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14376                                CE_HIT_BY_SOMETHING, opposite_direction);
14377
14378 #if USE_FIX_CE_ACTION_WITH_PLAYER
14379       if (IS_PLAYER(hitx, hity))
14380       {
14381         /* use player element that is initially defined in the level playfield,
14382            not the player element that corresponds to the runtime player number
14383            (example: a level that contains EL_PLAYER_3 as the only player would
14384            incorrectly give EL_PLAYER_1 for "player->element_nr") */
14385         int player_element = PLAYERINFO(hitx, hity)->initial_element;
14386
14387         CheckElementChangeBySide(x, y, hitting_element, player_element,
14388                                  CE_HITTING_X, touched_side);
14389       }
14390 #endif
14391     }
14392   }
14393
14394   /* "hitting something" is also true when hitting the playfield border */
14395   CheckElementChangeBySide(x, y, hitting_element, touched_element,
14396                            CE_HITTING_SOMETHING, direction);
14397 }
14398
14399 #if 0
14400 void TestIfElementSmashesCustomElement(int x, int y, int direction)
14401 {
14402   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
14403   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
14404   int hitx = x + dx, hity = y + dy;
14405   int hitting_element = Feld[x][y];
14406   int touched_element;
14407 #if 0
14408   boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
14409                         !IS_FREE(hitx, hity) &&
14410                         (!IS_MOVING(hitx, hity) ||
14411                          MovDir[hitx][hity] != direction ||
14412                          ABS(MovPos[hitx][hity]) <= TILEY / 2));
14413 #endif
14414
14415   if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
14416     return;
14417
14418 #if 0
14419   if (IN_LEV_FIELD(hitx, hity) && !object_hit)
14420     return;
14421 #endif
14422
14423   touched_element = (IN_LEV_FIELD(hitx, hity) ?
14424                      MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
14425
14426   CheckElementChangeBySide(x, y, hitting_element, touched_element,
14427                            EP_CAN_SMASH_EVERYTHING, direction);
14428
14429   if (IN_LEV_FIELD(hitx, hity))
14430   {
14431     int opposite_direction = MV_DIR_OPPOSITE(direction);
14432     int hitting_side = direction;
14433     int touched_side = opposite_direction;
14434 #if 0
14435     int touched_element = MovingOrBlocked2Element(hitx, hity);
14436 #endif
14437 #if 1
14438     boolean object_hit = (!IS_MOVING(hitx, hity) ||
14439                           MovDir[hitx][hity] != direction ||
14440                           ABS(MovPos[hitx][hity]) <= TILEY / 2);
14441
14442     object_hit = TRUE;
14443 #endif
14444
14445     if (object_hit)
14446     {
14447       int i;
14448
14449       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14450                                CE_SMASHED_BY_SOMETHING, opposite_direction);
14451
14452       CheckElementChangeBySide(x, y, hitting_element, touched_element,
14453                                CE_OTHER_IS_SMASHING, touched_side);
14454
14455       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14456                                CE_OTHER_GETS_SMASHED, hitting_side);
14457     }
14458   }
14459 }
14460 #endif
14461
14462 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
14463 {
14464   int i, kill_x = -1, kill_y = -1;
14465
14466   int bad_element = -1;
14467   static int test_xy[4][2] =
14468   {
14469     { 0, -1 },
14470     { -1, 0 },
14471     { +1, 0 },
14472     { 0, +1 }
14473   };
14474   static int test_dir[4] =
14475   {
14476     MV_UP,
14477     MV_LEFT,
14478     MV_RIGHT,
14479     MV_DOWN
14480   };
14481
14482   for (i = 0; i < NUM_DIRECTIONS; i++)
14483   {
14484     int test_x, test_y, test_move_dir, test_element;
14485
14486     test_x = good_x + test_xy[i][0];
14487     test_y = good_y + test_xy[i][1];
14488
14489     if (!IN_LEV_FIELD(test_x, test_y))
14490       continue;
14491
14492     test_move_dir =
14493       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14494
14495     test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
14496
14497     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
14498        2nd case: DONT_TOUCH style bad thing does not move away from good thing
14499     */
14500     if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
14501         (DONT_TOUCH(test_element)    && test_move_dir != test_dir[i]))
14502     {
14503       kill_x = test_x;
14504       kill_y = test_y;
14505       bad_element = test_element;
14506
14507       break;
14508     }
14509   }
14510
14511   if (kill_x != -1 || kill_y != -1)
14512   {
14513     if (IS_PLAYER(good_x, good_y))
14514     {
14515       struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
14516
14517       if (player->shield_deadly_time_left > 0 &&
14518           !IS_INDESTRUCTIBLE(bad_element))
14519         Bang(kill_x, kill_y);
14520       else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
14521         KillPlayer(player);
14522     }
14523     else
14524       Bang(good_x, good_y);
14525   }
14526 }
14527
14528 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
14529 {
14530   int i, kill_x = -1, kill_y = -1;
14531   int bad_element = Feld[bad_x][bad_y];
14532   static int test_xy[4][2] =
14533   {
14534     { 0, -1 },
14535     { -1, 0 },
14536     { +1, 0 },
14537     { 0, +1 }
14538   };
14539   static int touch_dir[4] =
14540   {
14541     MV_LEFT | MV_RIGHT,
14542     MV_UP   | MV_DOWN,
14543     MV_UP   | MV_DOWN,
14544     MV_LEFT | MV_RIGHT
14545   };
14546   static int test_dir[4] =
14547   {
14548     MV_UP,
14549     MV_LEFT,
14550     MV_RIGHT,
14551     MV_DOWN
14552   };
14553
14554   if (bad_element == EL_EXPLOSION)      /* skip just exploding bad things */
14555     return;
14556
14557   for (i = 0; i < NUM_DIRECTIONS; i++)
14558   {
14559     int test_x, test_y, test_move_dir, test_element;
14560
14561     test_x = bad_x + test_xy[i][0];
14562     test_y = bad_y + test_xy[i][1];
14563
14564     if (!IN_LEV_FIELD(test_x, test_y))
14565       continue;
14566
14567     test_move_dir =
14568       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14569
14570     test_element = Feld[test_x][test_y];
14571
14572     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
14573        2nd case: DONT_TOUCH style bad thing does not move away from good thing
14574     */
14575     if ((DONT_RUN_INTO(bad_element) &&  bad_move_dir == test_dir[i]) ||
14576         (DONT_TOUCH(bad_element)    && test_move_dir != test_dir[i]))
14577     {
14578       /* good thing is player or penguin that does not move away */
14579       if (IS_PLAYER(test_x, test_y))
14580       {
14581         struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
14582
14583         if (bad_element == EL_ROBOT && player->is_moving)
14584           continue;     /* robot does not kill player if he is moving */
14585
14586         if (game.engine_version >= VERSION_IDENT(3,0,7,0))
14587         {
14588           if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
14589             continue;           /* center and border element do not touch */
14590         }
14591
14592         kill_x = test_x;
14593         kill_y = test_y;
14594
14595         break;
14596       }
14597       else if (test_element == EL_PENGUIN)
14598       {
14599         kill_x = test_x;
14600         kill_y = test_y;
14601
14602         break;
14603       }
14604     }
14605   }
14606
14607   if (kill_x != -1 || kill_y != -1)
14608   {
14609     if (IS_PLAYER(kill_x, kill_y))
14610     {
14611       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
14612
14613       if (player->shield_deadly_time_left > 0 &&
14614           !IS_INDESTRUCTIBLE(bad_element))
14615         Bang(bad_x, bad_y);
14616       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
14617         KillPlayer(player);
14618     }
14619     else
14620       Bang(kill_x, kill_y);
14621   }
14622 }
14623
14624 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
14625 {
14626   int bad_element = Feld[bad_x][bad_y];
14627   int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
14628   int dy = (bad_move_dir == MV_UP   ? -1 : bad_move_dir == MV_DOWN  ? +1 : 0);
14629   int test_x = bad_x + dx, test_y = bad_y + dy;
14630   int test_move_dir, test_element;
14631   int kill_x = -1, kill_y = -1;
14632
14633   if (!IN_LEV_FIELD(test_x, test_y))
14634     return;
14635
14636   test_move_dir =
14637     (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14638
14639   test_element = Feld[test_x][test_y];
14640
14641   if (test_move_dir != bad_move_dir)
14642   {
14643     /* good thing can be player or penguin that does not move away */
14644     if (IS_PLAYER(test_x, test_y))
14645     {
14646       struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
14647
14648       /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
14649          player as being hit when he is moving towards the bad thing, because
14650          the "get hit by" condition would be lost after the player stops) */
14651       if (player->MovPos != 0 && player->MovDir == bad_move_dir)
14652         return;         /* player moves away from bad thing */
14653
14654       kill_x = test_x;
14655       kill_y = test_y;
14656     }
14657     else if (test_element == EL_PENGUIN)
14658     {
14659       kill_x = test_x;
14660       kill_y = test_y;
14661     }
14662   }
14663
14664   if (kill_x != -1 || kill_y != -1)
14665   {
14666     if (IS_PLAYER(kill_x, kill_y))
14667     {
14668       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
14669
14670       if (player->shield_deadly_time_left > 0 &&
14671           !IS_INDESTRUCTIBLE(bad_element))
14672         Bang(bad_x, bad_y);
14673       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
14674         KillPlayer(player);
14675     }
14676     else
14677       Bang(kill_x, kill_y);
14678   }
14679 }
14680
14681 void TestIfPlayerTouchesBadThing(int x, int y)
14682 {
14683   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
14684 }
14685
14686 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
14687 {
14688   TestIfGoodThingHitsBadThing(x, y, move_dir);
14689 }
14690
14691 void TestIfBadThingTouchesPlayer(int x, int y)
14692 {
14693   TestIfBadThingHitsGoodThing(x, y, MV_NONE);
14694 }
14695
14696 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
14697 {
14698   TestIfBadThingHitsGoodThing(x, y, move_dir);
14699 }
14700
14701 void TestIfFriendTouchesBadThing(int x, int y)
14702 {
14703   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
14704 }
14705
14706 void TestIfBadThingTouchesFriend(int x, int y)
14707 {
14708   TestIfBadThingHitsGoodThing(x, y, MV_NONE);
14709 }
14710
14711 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
14712 {
14713   int i, kill_x = bad_x, kill_y = bad_y;
14714   static int xy[4][2] =
14715   {
14716     { 0, -1 },
14717     { -1, 0 },
14718     { +1, 0 },
14719     { 0, +1 }
14720   };
14721
14722   for (i = 0; i < NUM_DIRECTIONS; i++)
14723   {
14724     int x, y, element;
14725
14726     x = bad_x + xy[i][0];
14727     y = bad_y + xy[i][1];
14728     if (!IN_LEV_FIELD(x, y))
14729       continue;
14730
14731     element = Feld[x][y];
14732     if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
14733         element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
14734     {
14735       kill_x = x;
14736       kill_y = y;
14737       break;
14738     }
14739   }
14740
14741   if (kill_x != bad_x || kill_y != bad_y)
14742     Bang(bad_x, bad_y);
14743 }
14744
14745 void KillPlayer(struct PlayerInfo *player)
14746 {
14747   int jx = player->jx, jy = player->jy;
14748
14749   if (!player->active)
14750     return;
14751
14752 #if 0
14753   printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
14754          player->killed, player->active, player->reanimated);
14755 #endif
14756
14757   /* the following code was introduced to prevent an infinite loop when calling
14758      -> Bang()
14759      -> CheckTriggeredElementChangeExt()
14760      -> ExecuteCustomElementAction()
14761      -> KillPlayer()
14762      -> (infinitely repeating the above sequence of function calls)
14763      which occurs when killing the player while having a CE with the setting
14764      "kill player X when explosion of <player X>"; the solution using a new
14765      field "player->killed" was chosen for backwards compatibility, although
14766      clever use of the fields "player->active" etc. would probably also work */
14767 #if 1
14768   if (player->killed)
14769     return;
14770 #endif
14771
14772   player->killed = TRUE;
14773
14774   /* remove accessible field at the player's position */
14775   Feld[jx][jy] = EL_EMPTY;
14776
14777   /* deactivate shield (else Bang()/Explode() would not work right) */
14778   player->shield_normal_time_left = 0;
14779   player->shield_deadly_time_left = 0;
14780
14781 #if 0
14782   printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
14783          player->killed, player->active, player->reanimated);
14784 #endif
14785
14786   Bang(jx, jy);
14787
14788 #if 0
14789   printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
14790          player->killed, player->active, player->reanimated);
14791 #endif
14792
14793 #if USE_PLAYER_REANIMATION
14794 #if 1
14795   if (player->reanimated)       /* killed player may have been reanimated */
14796     player->killed = player->reanimated = FALSE;
14797   else
14798     BuryPlayer(player);
14799 #else
14800   if (player->killed)           /* player may have been reanimated */
14801     BuryPlayer(player);
14802 #endif
14803 #else
14804   BuryPlayer(player);
14805 #endif
14806 }
14807
14808 static void KillPlayerUnlessEnemyProtected(int x, int y)
14809 {
14810   if (!PLAYER_ENEMY_PROTECTED(x, y))
14811     KillPlayer(PLAYERINFO(x, y));
14812 }
14813
14814 static void KillPlayerUnlessExplosionProtected(int x, int y)
14815 {
14816   if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14817     KillPlayer(PLAYERINFO(x, y));
14818 }
14819
14820 void BuryPlayer(struct PlayerInfo *player)
14821 {
14822   int jx = player->jx, jy = player->jy;
14823
14824   if (!player->active)
14825     return;
14826
14827   PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14828   PlayLevelSound(jx, jy, SND_GAME_LOSING);
14829
14830   player->GameOver = TRUE;
14831   RemovePlayer(player);
14832 }
14833
14834 void RemovePlayer(struct PlayerInfo *player)
14835 {
14836   int jx = player->jx, jy = player->jy;
14837   int i, found = FALSE;
14838
14839   player->present = FALSE;
14840   player->active = FALSE;
14841
14842   if (!ExplodeField[jx][jy])
14843     StorePlayer[jx][jy] = 0;
14844
14845   if (player->is_moving)
14846     TEST_DrawLevelField(player->last_jx, player->last_jy);
14847
14848   for (i = 0; i < MAX_PLAYERS; i++)
14849     if (stored_player[i].active)
14850       found = TRUE;
14851
14852   if (!found)
14853     AllPlayersGone = TRUE;
14854
14855   ExitX = ZX = jx;
14856   ExitY = ZY = jy;
14857 }
14858
14859 #if USE_NEW_SNAP_DELAY
14860 static void setFieldForSnapping(int x, int y, int element, int direction)
14861 {
14862   struct ElementInfo *ei = &element_info[element];
14863   int direction_bit = MV_DIR_TO_BIT(direction);
14864   int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14865   int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14866                 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14867
14868   Feld[x][y] = EL_ELEMENT_SNAPPING;
14869   MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14870
14871   ResetGfxAnimation(x, y);
14872
14873   GfxElement[x][y] = element;
14874   GfxAction[x][y] = action;
14875   GfxDir[x][y] = direction;
14876   GfxFrame[x][y] = -1;
14877 }
14878 #endif
14879
14880 /*
14881   =============================================================================
14882   checkDiagonalPushing()
14883   -----------------------------------------------------------------------------
14884   check if diagonal input device direction results in pushing of object
14885   (by checking if the alternative direction is walkable, diggable, ...)
14886   =============================================================================
14887 */
14888
14889 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14890                                     int x, int y, int real_dx, int real_dy)
14891 {
14892   int jx, jy, dx, dy, xx, yy;
14893
14894   if (real_dx == 0 || real_dy == 0)     /* no diagonal direction => push */
14895     return TRUE;
14896
14897   /* diagonal direction: check alternative direction */
14898   jx = player->jx;
14899   jy = player->jy;
14900   dx = x - jx;
14901   dy = y - jy;
14902   xx = jx + (dx == 0 ? real_dx : 0);
14903   yy = jy + (dy == 0 ? real_dy : 0);
14904
14905   return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
14906 }
14907
14908 /*
14909   =============================================================================
14910   DigField()
14911   -----------------------------------------------------------------------------
14912   x, y:                 field next to player (non-diagonal) to try to dig to
14913   real_dx, real_dy:     direction as read from input device (can be diagonal)
14914   =============================================================================
14915 */
14916
14917 static int DigField(struct PlayerInfo *player,
14918                     int oldx, int oldy, int x, int y,
14919                     int real_dx, int real_dy, int mode)
14920 {
14921   boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14922   boolean player_was_pushing = player->is_pushing;
14923   boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14924   boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14925   int jx = oldx, jy = oldy;
14926   int dx = x - jx, dy = y - jy;
14927   int nextx = x + dx, nexty = y + dy;
14928   int move_direction = (dx == -1 ? MV_LEFT  :
14929                         dx == +1 ? MV_RIGHT :
14930                         dy == -1 ? MV_UP    :
14931                         dy == +1 ? MV_DOWN  : MV_NONE);
14932   int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14933   int dig_side = MV_DIR_OPPOSITE(move_direction);
14934   int old_element = Feld[jx][jy];
14935 #if USE_FIXED_DONT_RUN_INTO
14936   int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14937 #else
14938   int element;
14939 #endif
14940   int collect_count;
14941
14942   if (is_player)                /* function can also be called by EL_PENGUIN */
14943   {
14944     if (player->MovPos == 0)
14945     {
14946       player->is_digging = FALSE;
14947       player->is_collecting = FALSE;
14948     }
14949
14950     if (player->MovPos == 0)    /* last pushing move finished */
14951       player->is_pushing = FALSE;
14952
14953     if (mode == DF_NO_PUSH)     /* player just stopped pushing */
14954     {
14955       player->is_switching = FALSE;
14956       player->push_delay = -1;
14957
14958       return MP_NO_ACTION;
14959     }
14960   }
14961
14962 #if !USE_FIXED_DONT_RUN_INTO
14963   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14964     return MP_NO_ACTION;
14965 #endif
14966
14967   if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14968     old_element = Back[jx][jy];
14969
14970   /* in case of element dropped at player position, check background */
14971   else if (Back[jx][jy] != EL_EMPTY &&
14972            game.engine_version >= VERSION_IDENT(2,2,0,0))
14973     old_element = Back[jx][jy];
14974
14975   if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14976     return MP_NO_ACTION;        /* field has no opening in this direction */
14977
14978   if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
14979     return MP_NO_ACTION;        /* field has no opening in this direction */
14980
14981 #if USE_FIXED_DONT_RUN_INTO
14982   if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14983   {
14984     SplashAcid(x, y);
14985
14986     Feld[jx][jy] = player->artwork_element;
14987     InitMovingField(jx, jy, MV_DOWN);
14988     Store[jx][jy] = EL_ACID;
14989     ContinueMoving(jx, jy);
14990     BuryPlayer(player);
14991
14992     return MP_DONT_RUN_INTO;
14993   }
14994 #endif
14995
14996 #if USE_FIXED_DONT_RUN_INTO
14997   if (player_can_move && DONT_RUN_INTO(element))
14998   {
14999     TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
15000
15001     return MP_DONT_RUN_INTO;
15002   }
15003 #endif
15004
15005 #if USE_FIXED_DONT_RUN_INTO
15006   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
15007     return MP_NO_ACTION;
15008 #endif
15009
15010 #if !USE_FIXED_DONT_RUN_INTO
15011   element = Feld[x][y];
15012 #endif
15013
15014   collect_count = element_info[element].collect_count_initial;
15015
15016   if (!is_player && !IS_COLLECTIBLE(element))   /* penguin cannot collect it */
15017     return MP_NO_ACTION;
15018
15019   if (game.engine_version < VERSION_IDENT(2,2,0,0))
15020     player_can_move = player_can_move_or_snap;
15021
15022   if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
15023       game.engine_version >= VERSION_IDENT(2,2,0,0))
15024   {
15025     CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
15026                                player->index_bit, dig_side);
15027     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
15028                                         player->index_bit, dig_side);
15029
15030     if (element == EL_DC_LANDMINE)
15031       Bang(x, y);
15032
15033     if (Feld[x][y] != element)          /* field changed by snapping */
15034       return MP_ACTION;
15035
15036     return MP_NO_ACTION;
15037   }
15038
15039 #if USE_PLAYER_GRAVITY
15040   if (player->gravity && is_player && !player->is_auto_moving &&
15041       canFallDown(player) && move_direction != MV_DOWN &&
15042       !canMoveToValidFieldWithGravity(jx, jy, move_direction))
15043     return MP_NO_ACTION;        /* player cannot walk here due to gravity */
15044 #else
15045   if (game.gravity && is_player && !player->is_auto_moving &&
15046       canFallDown(player) && move_direction != MV_DOWN &&
15047       !canMoveToValidFieldWithGravity(jx, jy, move_direction))
15048     return MP_NO_ACTION;        /* player cannot walk here due to gravity */
15049 #endif
15050
15051   if (player_can_move &&
15052       IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
15053   {
15054     int sound_element = SND_ELEMENT(element);
15055     int sound_action = ACTION_WALKING;
15056
15057     if (IS_RND_GATE(element))
15058     {
15059       if (!player->key[RND_GATE_NR(element)])
15060         return MP_NO_ACTION;
15061     }
15062     else if (IS_RND_GATE_GRAY(element))
15063     {
15064       if (!player->key[RND_GATE_GRAY_NR(element)])
15065         return MP_NO_ACTION;
15066     }
15067     else if (IS_RND_GATE_GRAY_ACTIVE(element))
15068     {
15069       if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
15070         return MP_NO_ACTION;
15071     }
15072     else if (element == EL_EXIT_OPEN ||
15073              element == EL_EM_EXIT_OPEN ||
15074 #if 1
15075              element == EL_EM_EXIT_OPENING ||
15076 #endif
15077              element == EL_STEEL_EXIT_OPEN ||
15078              element == EL_EM_STEEL_EXIT_OPEN ||
15079 #if 1
15080              element == EL_EM_STEEL_EXIT_OPENING ||
15081 #endif
15082              element == EL_SP_EXIT_OPEN ||
15083              element == EL_SP_EXIT_OPENING)
15084     {
15085       sound_action = ACTION_PASSING;    /* player is passing exit */
15086     }
15087     else if (element == EL_EMPTY)
15088     {
15089       sound_action = ACTION_MOVING;             /* nothing to walk on */
15090     }
15091
15092     /* play sound from background or player, whatever is available */
15093     if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
15094       PlayLevelSoundElementAction(x, y, sound_element, sound_action);
15095     else
15096       PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
15097   }
15098   else if (player_can_move &&
15099            IS_PASSABLE(element) && canPassField(x, y, move_direction))
15100   {
15101     if (!ACCESS_FROM(element, opposite_direction))
15102       return MP_NO_ACTION;      /* field not accessible from this direction */
15103
15104     if (CAN_MOVE(element))      /* only fixed elements can be passed! */
15105       return MP_NO_ACTION;
15106
15107     if (IS_EM_GATE(element))
15108     {
15109       if (!player->key[EM_GATE_NR(element)])
15110         return MP_NO_ACTION;
15111     }
15112     else if (IS_EM_GATE_GRAY(element))
15113     {
15114       if (!player->key[EM_GATE_GRAY_NR(element)])
15115         return MP_NO_ACTION;
15116     }
15117     else if (IS_EM_GATE_GRAY_ACTIVE(element))
15118     {
15119       if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
15120         return MP_NO_ACTION;
15121     }
15122     else if (IS_EMC_GATE(element))
15123     {
15124       if (!player->key[EMC_GATE_NR(element)])
15125         return MP_NO_ACTION;
15126     }
15127     else if (IS_EMC_GATE_GRAY(element))
15128     {
15129       if (!player->key[EMC_GATE_GRAY_NR(element)])
15130         return MP_NO_ACTION;
15131     }
15132     else if (IS_EMC_GATE_GRAY_ACTIVE(element))
15133     {
15134       if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
15135         return MP_NO_ACTION;
15136     }
15137     else if (element == EL_DC_GATE_WHITE ||
15138              element == EL_DC_GATE_WHITE_GRAY ||
15139              element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
15140     {
15141       if (player->num_white_keys == 0)
15142         return MP_NO_ACTION;
15143
15144       player->num_white_keys--;
15145     }
15146     else if (IS_SP_PORT(element))
15147     {
15148       if (element == EL_SP_GRAVITY_PORT_LEFT ||
15149           element == EL_SP_GRAVITY_PORT_RIGHT ||
15150           element == EL_SP_GRAVITY_PORT_UP ||
15151           element == EL_SP_GRAVITY_PORT_DOWN)
15152 #if USE_PLAYER_GRAVITY
15153         player->gravity = !player->gravity;
15154 #else
15155         game.gravity = !game.gravity;
15156 #endif
15157       else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
15158                element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
15159                element == EL_SP_GRAVITY_ON_PORT_UP ||
15160                element == EL_SP_GRAVITY_ON_PORT_DOWN)
15161 #if USE_PLAYER_GRAVITY
15162         player->gravity = TRUE;
15163 #else
15164         game.gravity = TRUE;
15165 #endif
15166       else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
15167                element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
15168                element == EL_SP_GRAVITY_OFF_PORT_UP ||
15169                element == EL_SP_GRAVITY_OFF_PORT_DOWN)
15170 #if USE_PLAYER_GRAVITY
15171         player->gravity = FALSE;
15172 #else
15173         game.gravity = FALSE;
15174 #endif
15175     }
15176
15177     /* automatically move to the next field with double speed */
15178     player->programmed_action = move_direction;
15179
15180     if (player->move_delay_reset_counter == 0)
15181     {
15182       player->move_delay_reset_counter = 2;     /* two double speed steps */
15183
15184       DOUBLE_PLAYER_SPEED(player);
15185     }
15186
15187     PlayLevelSoundAction(x, y, ACTION_PASSING);
15188   }
15189   else if (player_can_move_or_snap && IS_DIGGABLE(element))
15190   {
15191     RemoveField(x, y);
15192
15193     if (mode != DF_SNAP)
15194     {
15195       GfxElement[x][y] = GFX_ELEMENT(element);
15196       player->is_digging = TRUE;
15197     }
15198
15199     PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15200
15201     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
15202                                         player->index_bit, dig_side);
15203
15204     if (mode == DF_SNAP)
15205     {
15206 #if USE_NEW_SNAP_DELAY
15207       if (level.block_snap_field)
15208         setFieldForSnapping(x, y, element, move_direction);
15209       else
15210         TestIfElementTouchesCustomElement(x, y);        /* for empty space */
15211 #else
15212       TestIfElementTouchesCustomElement(x, y);          /* for empty space */
15213 #endif
15214
15215       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
15216                                           player->index_bit, dig_side);
15217     }
15218   }
15219   else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
15220   {
15221     RemoveField(x, y);
15222
15223     if (is_player && mode != DF_SNAP)
15224     {
15225       GfxElement[x][y] = element;
15226       player->is_collecting = TRUE;
15227     }
15228
15229     if (element == EL_SPEED_PILL)
15230     {
15231       player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
15232     }
15233     else if (element == EL_EXTRA_TIME && level.time > 0)
15234     {
15235       TimeLeft += level.extra_time;
15236
15237 #if 1
15238       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
15239
15240       DisplayGameControlValues();
15241 #else
15242       DrawGameValue_Time(TimeLeft);
15243 #endif
15244     }
15245     else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
15246     {
15247       player->shield_normal_time_left += level.shield_normal_time;
15248       if (element == EL_SHIELD_DEADLY)
15249         player->shield_deadly_time_left += level.shield_deadly_time;
15250     }
15251     else if (element == EL_DYNAMITE ||
15252              element == EL_EM_DYNAMITE ||
15253              element == EL_SP_DISK_RED)
15254     {
15255       if (player->inventory_size < MAX_INVENTORY_SIZE)
15256         player->inventory_element[player->inventory_size++] = element;
15257
15258       DrawGameDoorValues();
15259     }
15260     else if (element == EL_DYNABOMB_INCREASE_NUMBER)
15261     {
15262       player->dynabomb_count++;
15263       player->dynabombs_left++;
15264     }
15265     else if (element == EL_DYNABOMB_INCREASE_SIZE)
15266     {
15267       player->dynabomb_size++;
15268     }
15269     else if (element == EL_DYNABOMB_INCREASE_POWER)
15270     {
15271       player->dynabomb_xl = TRUE;
15272     }
15273     else if (IS_KEY(element))
15274     {
15275       player->key[KEY_NR(element)] = TRUE;
15276
15277       DrawGameDoorValues();
15278     }
15279     else if (element == EL_DC_KEY_WHITE)
15280     {
15281       player->num_white_keys++;
15282
15283       /* display white keys? */
15284       /* DrawGameDoorValues(); */
15285     }
15286     else if (IS_ENVELOPE(element))
15287     {
15288       player->show_envelope = element;
15289     }
15290     else if (element == EL_EMC_LENSES)
15291     {
15292       game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
15293
15294       RedrawAllInvisibleElementsForLenses();
15295     }
15296     else if (element == EL_EMC_MAGNIFIER)
15297     {
15298       game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
15299
15300       RedrawAllInvisibleElementsForMagnifier();
15301     }
15302     else if (IS_DROPPABLE(element) ||
15303              IS_THROWABLE(element))     /* can be collected and dropped */
15304     {
15305       int i;
15306
15307       if (collect_count == 0)
15308         player->inventory_infinite_element = element;
15309       else
15310         for (i = 0; i < collect_count; i++)
15311           if (player->inventory_size < MAX_INVENTORY_SIZE)
15312             player->inventory_element[player->inventory_size++] = element;
15313
15314       DrawGameDoorValues();
15315     }
15316     else if (collect_count > 0)
15317     {
15318       local_player->gems_still_needed -= collect_count;
15319       if (local_player->gems_still_needed < 0)
15320         local_player->gems_still_needed = 0;
15321
15322 #if 1
15323       game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
15324
15325       DisplayGameControlValues();
15326 #else
15327       DrawGameValue_Emeralds(local_player->gems_still_needed);
15328 #endif
15329     }
15330
15331     RaiseScoreElement(element);
15332     PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15333
15334     if (is_player)
15335       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
15336                                           player->index_bit, dig_side);
15337
15338     if (mode == DF_SNAP)
15339     {
15340 #if USE_NEW_SNAP_DELAY
15341       if (level.block_snap_field)
15342         setFieldForSnapping(x, y, element, move_direction);
15343       else
15344         TestIfElementTouchesCustomElement(x, y);        /* for empty space */
15345 #else
15346       TestIfElementTouchesCustomElement(x, y);          /* for empty space */
15347 #endif
15348
15349       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
15350                                           player->index_bit, dig_side);
15351     }
15352   }
15353   else if (player_can_move_or_snap && IS_PUSHABLE(element))
15354   {
15355     if (mode == DF_SNAP && element != EL_BD_ROCK)
15356       return MP_NO_ACTION;
15357
15358     if (CAN_FALL(element) && dy)
15359       return MP_NO_ACTION;
15360
15361     if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
15362         !(element == EL_SPRING && level.use_spring_bug))
15363       return MP_NO_ACTION;
15364
15365     if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
15366         ((move_direction & MV_VERTICAL &&
15367           ((element_info[element].move_pattern & MV_LEFT &&
15368             IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
15369            (element_info[element].move_pattern & MV_RIGHT &&
15370             IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
15371          (move_direction & MV_HORIZONTAL &&
15372           ((element_info[element].move_pattern & MV_UP &&
15373             IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
15374            (element_info[element].move_pattern & MV_DOWN &&
15375             IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
15376       return MP_NO_ACTION;
15377
15378     /* do not push elements already moving away faster than player */
15379     if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
15380         ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
15381       return MP_NO_ACTION;
15382
15383     if (game.engine_version >= VERSION_IDENT(3,1,0,0))
15384     {
15385       if (player->push_delay_value == -1 || !player_was_pushing)
15386         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15387     }
15388     else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
15389     {
15390       if (player->push_delay_value == -1)
15391         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15392     }
15393     else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
15394     {
15395       if (!player->is_pushing)
15396         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15397     }
15398
15399     player->is_pushing = TRUE;
15400     player->is_active = TRUE;
15401
15402     if (!(IN_LEV_FIELD(nextx, nexty) &&
15403           (IS_FREE(nextx, nexty) ||
15404            (IS_SB_ELEMENT(element) &&
15405             Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
15406            (IS_CUSTOM_ELEMENT(element) &&
15407             CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
15408       return MP_NO_ACTION;
15409
15410     if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
15411       return MP_NO_ACTION;
15412
15413     if (player->push_delay == -1)       /* new pushing; restart delay */
15414       player->push_delay = 0;
15415
15416     if (player->push_delay < player->push_delay_value &&
15417         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
15418         element != EL_SPRING && element != EL_BALLOON)
15419     {
15420       /* make sure that there is no move delay before next try to push */
15421       if (game.engine_version >= VERSION_IDENT(3,0,7,1))
15422         player->move_delay = 0;
15423
15424       return MP_NO_ACTION;
15425     }
15426
15427     if (IS_CUSTOM_ELEMENT(element) &&
15428         CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
15429     {
15430       if (!DigFieldByCE(nextx, nexty, element))
15431         return MP_NO_ACTION;
15432     }
15433
15434     if (IS_SB_ELEMENT(element))
15435     {
15436       if (element == EL_SOKOBAN_FIELD_FULL)
15437       {
15438         Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
15439         local_player->sokobanfields_still_needed++;
15440       }
15441
15442       if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
15443       {
15444         Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
15445         local_player->sokobanfields_still_needed--;
15446       }
15447
15448       Feld[x][y] = EL_SOKOBAN_OBJECT;
15449
15450       if (Back[x][y] == Back[nextx][nexty])
15451         PlayLevelSoundAction(x, y, ACTION_PUSHING);
15452       else if (Back[x][y] != 0)
15453         PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
15454                                     ACTION_EMPTYING);
15455       else
15456         PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
15457                                     ACTION_FILLING);
15458
15459 #if 1
15460       if (local_player->sokobanfields_still_needed == 0 &&
15461           (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
15462 #else
15463       if (local_player->sokobanfields_still_needed == 0 &&
15464           game.emulation == EMU_SOKOBAN)
15465 #endif
15466       {
15467         PlayerWins(player);
15468
15469         PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
15470       }
15471     }
15472     else
15473       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15474
15475     InitMovingField(x, y, move_direction);
15476     GfxAction[x][y] = ACTION_PUSHING;
15477
15478     if (mode == DF_SNAP)
15479       ContinueMoving(x, y);
15480     else
15481       MovPos[x][y] = (dx != 0 ? dx : dy);
15482
15483     Pushed[x][y] = TRUE;
15484     Pushed[nextx][nexty] = TRUE;
15485
15486     if (game.engine_version < VERSION_IDENT(2,2,0,7))
15487       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15488     else
15489       player->push_delay_value = -1;    /* get new value later */
15490
15491     /* check for element change _after_ element has been pushed */
15492     if (game.use_change_when_pushing_bug)
15493     {
15494       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
15495                                  player->index_bit, dig_side);
15496       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
15497                                           player->index_bit, dig_side);
15498     }
15499   }
15500   else if (IS_SWITCHABLE(element))
15501   {
15502     if (PLAYER_SWITCHING(player, x, y))
15503     {
15504       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15505                                           player->index_bit, dig_side);
15506
15507       return MP_ACTION;
15508     }
15509
15510     player->is_switching = TRUE;
15511     player->switch_x = x;
15512     player->switch_y = y;
15513
15514     PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15515
15516     if (element == EL_ROBOT_WHEEL)
15517     {
15518       Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
15519       ZX = x;
15520       ZY = y;
15521
15522       game.robot_wheel_active = TRUE;
15523
15524       TEST_DrawLevelField(x, y);
15525     }
15526     else if (element == EL_SP_TERMINAL)
15527     {
15528       int xx, yy;
15529
15530       SCAN_PLAYFIELD(xx, yy)
15531       {
15532         if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
15533           Bang(xx, yy);
15534         else if (Feld[xx][yy] == EL_SP_TERMINAL)
15535           Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
15536       }
15537     }
15538     else if (IS_BELT_SWITCH(element))
15539     {
15540       ToggleBeltSwitch(x, y);
15541     }
15542     else if (element == EL_SWITCHGATE_SWITCH_UP ||
15543              element == EL_SWITCHGATE_SWITCH_DOWN ||
15544              element == EL_DC_SWITCHGATE_SWITCH_UP ||
15545              element == EL_DC_SWITCHGATE_SWITCH_DOWN)
15546     {
15547       ToggleSwitchgateSwitch(x, y);
15548     }
15549     else if (element == EL_LIGHT_SWITCH ||
15550              element == EL_LIGHT_SWITCH_ACTIVE)
15551     {
15552       ToggleLightSwitch(x, y);
15553     }
15554     else if (element == EL_TIMEGATE_SWITCH ||
15555              element == EL_DC_TIMEGATE_SWITCH)
15556     {
15557       ActivateTimegateSwitch(x, y);
15558     }
15559     else if (element == EL_BALLOON_SWITCH_LEFT  ||
15560              element == EL_BALLOON_SWITCH_RIGHT ||
15561              element == EL_BALLOON_SWITCH_UP    ||
15562              element == EL_BALLOON_SWITCH_DOWN  ||
15563              element == EL_BALLOON_SWITCH_NONE  ||
15564              element == EL_BALLOON_SWITCH_ANY)
15565     {
15566       game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT  :
15567                              element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
15568                              element == EL_BALLOON_SWITCH_UP    ? MV_UP    :
15569                              element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN  :
15570                              element == EL_BALLOON_SWITCH_NONE  ? MV_NONE  :
15571                              move_direction);
15572     }
15573     else if (element == EL_LAMP)
15574     {
15575       Feld[x][y] = EL_LAMP_ACTIVE;
15576       local_player->lights_still_needed--;
15577
15578       ResetGfxAnimation(x, y);
15579       TEST_DrawLevelField(x, y);
15580     }
15581     else if (element == EL_TIME_ORB_FULL)
15582     {
15583       Feld[x][y] = EL_TIME_ORB_EMPTY;
15584
15585       if (level.time > 0 || level.use_time_orb_bug)
15586       {
15587         TimeLeft += level.time_orb_time;
15588
15589 #if 1
15590         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
15591
15592         DisplayGameControlValues();
15593 #else
15594         DrawGameValue_Time(TimeLeft);
15595 #endif
15596       }
15597
15598       ResetGfxAnimation(x, y);
15599       TEST_DrawLevelField(x, y);
15600     }
15601     else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
15602              element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
15603     {
15604       int xx, yy;
15605
15606       game.ball_state = !game.ball_state;
15607
15608       SCAN_PLAYFIELD(xx, yy)
15609       {
15610         int e = Feld[xx][yy];
15611
15612         if (game.ball_state)
15613         {
15614           if (e == EL_EMC_MAGIC_BALL)
15615             CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
15616           else if (e == EL_EMC_MAGIC_BALL_SWITCH)
15617             CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
15618         }
15619         else
15620         {
15621           if (e == EL_EMC_MAGIC_BALL_ACTIVE)
15622             CreateField(xx, yy, EL_EMC_MAGIC_BALL);
15623           else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
15624             CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
15625         }
15626       }
15627     }
15628
15629     CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
15630                                         player->index_bit, dig_side);
15631
15632     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
15633                                         player->index_bit, dig_side);
15634
15635     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15636                                         player->index_bit, dig_side);
15637
15638     return MP_ACTION;
15639   }
15640   else
15641   {
15642     if (!PLAYER_SWITCHING(player, x, y))
15643     {
15644       player->is_switching = TRUE;
15645       player->switch_x = x;
15646       player->switch_y = y;
15647
15648       CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
15649                                  player->index_bit, dig_side);
15650       CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
15651                                           player->index_bit, dig_side);
15652
15653       CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
15654                                  player->index_bit, dig_side);
15655       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
15656                                           player->index_bit, dig_side);
15657     }
15658
15659     CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
15660                                player->index_bit, dig_side);
15661     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15662                                         player->index_bit, dig_side);
15663
15664     return MP_NO_ACTION;
15665   }
15666
15667   player->push_delay = -1;
15668
15669   if (is_player)                /* function can also be called by EL_PENGUIN */
15670   {
15671     if (Feld[x][y] != element)          /* really digged/collected something */
15672     {
15673       player->is_collecting = !player->is_digging;
15674       player->is_active = TRUE;
15675     }
15676   }
15677
15678   return MP_MOVING;
15679 }
15680
15681 static boolean DigFieldByCE(int x, int y, int digging_element)
15682 {
15683   int element = Feld[x][y];
15684
15685   if (!IS_FREE(x, y))
15686   {
15687     int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
15688                   IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
15689                   ACTION_BREAKING);
15690
15691     /* no element can dig solid indestructible elements */
15692     if (IS_INDESTRUCTIBLE(element) &&
15693         !IS_DIGGABLE(element) &&
15694         !IS_COLLECTIBLE(element))
15695       return FALSE;
15696
15697     if (AmoebaNr[x][y] &&
15698         (element == EL_AMOEBA_FULL ||
15699          element == EL_BD_AMOEBA ||
15700          element == EL_AMOEBA_GROWING))
15701     {
15702       AmoebaCnt[AmoebaNr[x][y]]--;
15703       AmoebaCnt2[AmoebaNr[x][y]]--;
15704     }
15705
15706     if (IS_MOVING(x, y))
15707       RemoveMovingField(x, y);
15708     else
15709     {
15710       RemoveField(x, y);
15711       TEST_DrawLevelField(x, y);
15712     }
15713
15714     /* if digged element was about to explode, prevent the explosion */
15715     ExplodeField[x][y] = EX_TYPE_NONE;
15716
15717     PlayLevelSoundAction(x, y, action);
15718   }
15719
15720   Store[x][y] = EL_EMPTY;
15721
15722 #if 1
15723   /* this makes it possible to leave the removed element again */
15724   if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15725     Store[x][y] = element;
15726 #else
15727   if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15728   {
15729     int move_leave_element = element_info[digging_element].move_leave_element;
15730
15731     /* this makes it possible to leave the removed element again */
15732     Store[x][y] = (move_leave_element == EL_TRIGGER_ELEMENT ?
15733                    element : move_leave_element);
15734   }
15735 #endif
15736
15737   return TRUE;
15738 }
15739
15740 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
15741 {
15742   int jx = player->jx, jy = player->jy;
15743   int x = jx + dx, y = jy + dy;
15744   int snap_direction = (dx == -1 ? MV_LEFT  :
15745                         dx == +1 ? MV_RIGHT :
15746                         dy == -1 ? MV_UP    :
15747                         dy == +1 ? MV_DOWN  : MV_NONE);
15748   boolean can_continue_snapping = (level.continuous_snapping &&
15749                                    WasJustFalling[x][y] < CHECK_DELAY_FALLING);
15750
15751   if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
15752     return FALSE;
15753
15754   if (!player->active || !IN_LEV_FIELD(x, y))
15755     return FALSE;
15756
15757   if (dx && dy)
15758     return FALSE;
15759
15760   if (!dx && !dy)
15761   {
15762     if (player->MovPos == 0)
15763       player->is_pushing = FALSE;
15764
15765     player->is_snapping = FALSE;
15766
15767     if (player->MovPos == 0)
15768     {
15769       player->is_moving = FALSE;
15770       player->is_digging = FALSE;
15771       player->is_collecting = FALSE;
15772     }
15773
15774     return FALSE;
15775   }
15776
15777 #if USE_NEW_CONTINUOUS_SNAPPING
15778   /* prevent snapping with already pressed snap key when not allowed */
15779   if (player->is_snapping && !can_continue_snapping)
15780     return FALSE;
15781 #else
15782   if (player->is_snapping)
15783     return FALSE;
15784 #endif
15785
15786   player->MovDir = snap_direction;
15787
15788   if (player->MovPos == 0)
15789   {
15790     player->is_moving = FALSE;
15791     player->is_digging = FALSE;
15792     player->is_collecting = FALSE;
15793   }
15794
15795   player->is_dropping = FALSE;
15796   player->is_dropping_pressed = FALSE;
15797   player->drop_pressed_delay = 0;
15798
15799   if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15800     return FALSE;
15801
15802   player->is_snapping = TRUE;
15803   player->is_active = TRUE;
15804
15805   if (player->MovPos == 0)
15806   {
15807     player->is_moving = FALSE;
15808     player->is_digging = FALSE;
15809     player->is_collecting = FALSE;
15810   }
15811
15812   if (player->MovPos != 0)      /* prevent graphic bugs in versions < 2.2.0 */
15813     TEST_DrawLevelField(player->last_jx, player->last_jy);
15814
15815   TEST_DrawLevelField(x, y);
15816
15817   return TRUE;
15818 }
15819
15820 static boolean DropElement(struct PlayerInfo *player)
15821 {
15822   int old_element, new_element;
15823   int dropx = player->jx, dropy = player->jy;
15824   int drop_direction = player->MovDir;
15825   int drop_side = drop_direction;
15826 #if 1
15827   int drop_element = get_next_dropped_element(player);
15828 #else
15829   int drop_element = (player->inventory_size > 0 ?
15830                       player->inventory_element[player->inventory_size - 1] :
15831                       player->inventory_infinite_element != EL_UNDEFINED ?
15832                       player->inventory_infinite_element :
15833                       player->dynabombs_left > 0 ?
15834                       EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
15835                       EL_UNDEFINED);
15836 #endif
15837
15838   player->is_dropping_pressed = TRUE;
15839
15840   /* do not drop an element on top of another element; when holding drop key
15841      pressed without moving, dropped element must move away before the next
15842      element can be dropped (this is especially important if the next element
15843      is dynamite, which can be placed on background for historical reasons) */
15844   if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
15845     return MP_ACTION;
15846
15847   if (IS_THROWABLE(drop_element))
15848   {
15849     dropx += GET_DX_FROM_DIR(drop_direction);
15850     dropy += GET_DY_FROM_DIR(drop_direction);
15851
15852     if (!IN_LEV_FIELD(dropx, dropy))
15853       return FALSE;
15854   }
15855
15856   old_element = Feld[dropx][dropy];     /* old element at dropping position */
15857   new_element = drop_element;           /* default: no change when dropping */
15858
15859   /* check if player is active, not moving and ready to drop */
15860   if (!player->active || player->MovPos || player->drop_delay > 0)
15861     return FALSE;
15862
15863   /* check if player has anything that can be dropped */
15864   if (new_element == EL_UNDEFINED)
15865     return FALSE;
15866
15867   /* check if drop key was pressed long enough for EM style dynamite */
15868   if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15869     return FALSE;
15870
15871   /* check if anything can be dropped at the current position */
15872   if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15873     return FALSE;
15874
15875   /* collected custom elements can only be dropped on empty fields */
15876   if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15877     return FALSE;
15878
15879   if (old_element != EL_EMPTY)
15880     Back[dropx][dropy] = old_element;   /* store old element on this field */
15881
15882   ResetGfxAnimation(dropx, dropy);
15883   ResetRandomAnimationValue(dropx, dropy);
15884
15885   if (player->inventory_size > 0 ||
15886       player->inventory_infinite_element != EL_UNDEFINED)
15887   {
15888     if (player->inventory_size > 0)
15889     {
15890       player->inventory_size--;
15891
15892       DrawGameDoorValues();
15893
15894       if (new_element == EL_DYNAMITE)
15895         new_element = EL_DYNAMITE_ACTIVE;
15896       else if (new_element == EL_EM_DYNAMITE)
15897         new_element = EL_EM_DYNAMITE_ACTIVE;
15898       else if (new_element == EL_SP_DISK_RED)
15899         new_element = EL_SP_DISK_RED_ACTIVE;
15900     }
15901
15902     Feld[dropx][dropy] = new_element;
15903
15904     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15905       DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15906                           el2img(Feld[dropx][dropy]), 0);
15907
15908     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15909
15910     /* needed if previous element just changed to "empty" in the last frame */
15911     ChangeCount[dropx][dropy] = 0;      /* allow at least one more change */
15912
15913     CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15914                                player->index_bit, drop_side);
15915     CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15916                                         CE_PLAYER_DROPS_X,
15917                                         player->index_bit, drop_side);
15918
15919     TestIfElementTouchesCustomElement(dropx, dropy);
15920   }
15921   else          /* player is dropping a dyna bomb */
15922   {
15923     player->dynabombs_left--;
15924
15925     Feld[dropx][dropy] = new_element;
15926
15927     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15928       DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15929                           el2img(Feld[dropx][dropy]), 0);
15930
15931     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15932   }
15933
15934   if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
15935     InitField_WithBug1(dropx, dropy, FALSE);
15936
15937   new_element = Feld[dropx][dropy];     /* element might have changed */
15938
15939   if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15940       element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15941   {
15942     int move_direction, nextx, nexty;
15943
15944     if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15945       MovDir[dropx][dropy] = drop_direction;
15946
15947     move_direction = MovDir[dropx][dropy];
15948     nextx = dropx + GET_DX_FROM_DIR(move_direction);
15949     nexty = dropy + GET_DY_FROM_DIR(move_direction);
15950
15951     ChangeCount[dropx][dropy] = 0;      /* allow at least one more change */
15952
15953 #if USE_FIX_IMPACT_COLLISION
15954     /* do not cause impact style collision by dropping elements that can fall */
15955     CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15956 #else
15957     CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15958 #endif
15959   }
15960
15961   player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15962   player->is_dropping = TRUE;
15963
15964   player->drop_pressed_delay = 0;
15965   player->is_dropping_pressed = FALSE;
15966
15967   player->drop_x = dropx;
15968   player->drop_y = dropy;
15969
15970   return TRUE;
15971 }
15972
15973 /* ------------------------------------------------------------------------- */
15974 /* game sound playing functions                                              */
15975 /* ------------------------------------------------------------------------- */
15976
15977 static int *loop_sound_frame = NULL;
15978 static int *loop_sound_volume = NULL;
15979
15980 void InitPlayLevelSound()
15981 {
15982   int num_sounds = getSoundListSize();
15983
15984   checked_free(loop_sound_frame);
15985   checked_free(loop_sound_volume);
15986
15987   loop_sound_frame  = checked_calloc(num_sounds * sizeof(int));
15988   loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15989 }
15990
15991 static void PlayLevelSound(int x, int y, int nr)
15992 {
15993   int sx = SCREENX(x), sy = SCREENY(y);
15994   int volume, stereo_position;
15995   int max_distance = 8;
15996   int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15997
15998   if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15999       (!setup.sound_loops && IS_LOOP_SOUND(nr)))
16000     return;
16001
16002   if (!IN_LEV_FIELD(x, y) ||
16003       sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
16004       sy < -max_distance || sy >= SCR_FIELDY + max_distance)
16005     return;
16006
16007   volume = SOUND_MAX_VOLUME;
16008
16009   if (!IN_SCR_FIELD(sx, sy))
16010   {
16011     int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
16012     int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
16013
16014     volume -= volume * (dx > dy ? dx : dy) / max_distance;
16015   }
16016
16017   stereo_position = (SOUND_MAX_LEFT +
16018                      (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
16019                      (SCR_FIELDX + 2 * max_distance));
16020
16021   if (IS_LOOP_SOUND(nr))
16022   {
16023     /* This assures that quieter loop sounds do not overwrite louder ones,
16024        while restarting sound volume comparison with each new game frame. */
16025
16026     if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
16027       return;
16028
16029     loop_sound_volume[nr] = volume;
16030     loop_sound_frame[nr] = FrameCounter;
16031   }
16032
16033   PlaySoundExt(nr, volume, stereo_position, type);
16034 }
16035
16036 static void PlayLevelSoundNearest(int x, int y, int sound_action)
16037 {
16038   PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
16039                  x > LEVELX(BX2) ? LEVELX(BX2) : x,
16040                  y < LEVELY(BY1) ? LEVELY(BY1) :
16041                  y > LEVELY(BY2) ? LEVELY(BY2) : y,
16042                  sound_action);
16043 }
16044
16045 static void PlayLevelSoundAction(int x, int y, int action)
16046 {
16047   PlayLevelSoundElementAction(x, y, Feld[x][y], action);
16048 }
16049
16050 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
16051 {
16052   int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
16053
16054   if (sound_effect != SND_UNDEFINED)
16055     PlayLevelSound(x, y, sound_effect);
16056 }
16057
16058 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
16059                                               int action)
16060 {
16061   int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
16062
16063   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
16064     PlayLevelSound(x, y, sound_effect);
16065 }
16066
16067 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
16068 {
16069   int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
16070
16071   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
16072     PlayLevelSound(x, y, sound_effect);
16073 }
16074
16075 static void StopLevelSoundActionIfLoop(int x, int y, int action)
16076 {
16077   int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
16078
16079   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
16080     StopSound(sound_effect);
16081 }
16082
16083 static void PlayLevelMusic()
16084 {
16085   if (levelset.music[level_nr] != MUS_UNDEFINED)
16086     PlayMusic(levelset.music[level_nr]);        /* from config file */
16087   else
16088     PlayMusic(MAP_NOCONF_MUSIC(level_nr));      /* from music dir */
16089 }
16090
16091 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
16092 {
16093   int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
16094   int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
16095   int x = xx - 1 - offset;
16096   int y = yy - 1 - offset;
16097
16098   switch (sample)
16099   {
16100     case SAMPLE_blank:
16101       PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
16102       break;
16103
16104     case SAMPLE_roll:
16105       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
16106       break;
16107
16108     case SAMPLE_stone:
16109       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16110       break;
16111
16112     case SAMPLE_nut:
16113       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16114       break;
16115
16116     case SAMPLE_crack:
16117       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
16118       break;
16119
16120     case SAMPLE_bug:
16121       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16122       break;
16123
16124     case SAMPLE_tank:
16125       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16126       break;
16127
16128     case SAMPLE_android_clone:
16129       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
16130       break;
16131
16132     case SAMPLE_android_move:
16133       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16134       break;
16135
16136     case SAMPLE_spring:
16137       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16138       break;
16139
16140     case SAMPLE_slurp:
16141       PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
16142       break;
16143
16144     case SAMPLE_eater:
16145       PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
16146       break;
16147
16148     case SAMPLE_eater_eat:
16149       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
16150       break;
16151
16152     case SAMPLE_alien:
16153       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16154       break;
16155
16156     case SAMPLE_collect:
16157       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
16158       break;
16159
16160     case SAMPLE_diamond:
16161       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16162       break;
16163
16164     case SAMPLE_squash:
16165       /* !!! CHECK THIS !!! */
16166 #if 1
16167       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
16168 #else
16169       PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
16170 #endif
16171       break;
16172
16173     case SAMPLE_wonderfall:
16174       PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
16175       break;
16176
16177     case SAMPLE_drip:
16178       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16179       break;
16180
16181     case SAMPLE_push:
16182       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
16183       break;
16184
16185     case SAMPLE_dirt:
16186       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
16187       break;
16188
16189     case SAMPLE_acid:
16190       PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
16191       break;
16192
16193     case SAMPLE_ball:
16194       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
16195       break;
16196
16197     case SAMPLE_grow:
16198       PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
16199       break;
16200
16201     case SAMPLE_wonder:
16202       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16203       break;
16204
16205     case SAMPLE_door:
16206       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
16207       break;
16208
16209     case SAMPLE_exit_open:
16210       PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
16211       break;
16212
16213     case SAMPLE_exit_leave:
16214       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
16215       break;
16216
16217     case SAMPLE_dynamite:
16218       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
16219       break;
16220
16221     case SAMPLE_tick:
16222       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16223       break;
16224
16225     case SAMPLE_press:
16226       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
16227       break;
16228
16229     case SAMPLE_wheel:
16230       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16231       break;
16232
16233     case SAMPLE_boom:
16234       PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
16235       break;
16236
16237     case SAMPLE_die:
16238       PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
16239       break;
16240
16241     case SAMPLE_time:
16242       PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
16243       break;
16244
16245     default:
16246       PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
16247       break;
16248   }
16249 }
16250
16251 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
16252 {
16253   int element = map_element_SP_to_RND(element_sp);
16254   int action = map_action_SP_to_RND(action_sp);
16255   int offset = (setup.sp_show_border_elements ? 0 : 1);
16256   int x = xx - offset;
16257   int y = yy - offset;
16258
16259 #if 0
16260   printf("::: %d -> %d\n", element_sp, action_sp);
16261 #endif
16262
16263   PlayLevelSoundElementAction(x, y, element, action);
16264 }
16265
16266 #if 0
16267 void ChangeTime(int value)
16268 {
16269   int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
16270
16271   *time += value;
16272
16273   /* EMC game engine uses value from time counter of RND game engine */
16274   level.native_em_level->lev->time = *time;
16275
16276   DrawGameValue_Time(*time);
16277 }
16278
16279 void RaiseScore(int value)
16280 {
16281   /* EMC game engine and RND game engine have separate score counters */
16282   int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
16283                 &level.native_em_level->lev->score : &local_player->score);
16284
16285   *score += value;
16286
16287   DrawGameValue_Score(*score);
16288 }
16289 #endif
16290
16291 void RaiseScore(int value)
16292 {
16293   local_player->score += value;
16294
16295 #if 1
16296   game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
16297
16298   DisplayGameControlValues();
16299 #else
16300   DrawGameValue_Score(local_player->score);
16301 #endif
16302 }
16303
16304 void RaiseScoreElement(int element)
16305 {
16306   switch (element)
16307   {
16308     case EL_EMERALD:
16309     case EL_BD_DIAMOND:
16310     case EL_EMERALD_YELLOW:
16311     case EL_EMERALD_RED:
16312     case EL_EMERALD_PURPLE:
16313     case EL_SP_INFOTRON:
16314       RaiseScore(level.score[SC_EMERALD]);
16315       break;
16316     case EL_DIAMOND:
16317       RaiseScore(level.score[SC_DIAMOND]);
16318       break;
16319     case EL_CRYSTAL:
16320       RaiseScore(level.score[SC_CRYSTAL]);
16321       break;
16322     case EL_PEARL:
16323       RaiseScore(level.score[SC_PEARL]);
16324       break;
16325     case EL_BUG:
16326     case EL_BD_BUTTERFLY:
16327     case EL_SP_ELECTRON:
16328       RaiseScore(level.score[SC_BUG]);
16329       break;
16330     case EL_SPACESHIP:
16331     case EL_BD_FIREFLY:
16332     case EL_SP_SNIKSNAK:
16333       RaiseScore(level.score[SC_SPACESHIP]);
16334       break;
16335     case EL_YAMYAM:
16336     case EL_DARK_YAMYAM:
16337       RaiseScore(level.score[SC_YAMYAM]);
16338       break;
16339     case EL_ROBOT:
16340       RaiseScore(level.score[SC_ROBOT]);
16341       break;
16342     case EL_PACMAN:
16343       RaiseScore(level.score[SC_PACMAN]);
16344       break;
16345     case EL_NUT:
16346       RaiseScore(level.score[SC_NUT]);
16347       break;
16348     case EL_DYNAMITE:
16349     case EL_EM_DYNAMITE:
16350     case EL_SP_DISK_RED:
16351     case EL_DYNABOMB_INCREASE_NUMBER:
16352     case EL_DYNABOMB_INCREASE_SIZE:
16353     case EL_DYNABOMB_INCREASE_POWER:
16354       RaiseScore(level.score[SC_DYNAMITE]);
16355       break;
16356     case EL_SHIELD_NORMAL:
16357     case EL_SHIELD_DEADLY:
16358       RaiseScore(level.score[SC_SHIELD]);
16359       break;
16360     case EL_EXTRA_TIME:
16361       RaiseScore(level.extra_time_score);
16362       break;
16363     case EL_KEY_1:
16364     case EL_KEY_2:
16365     case EL_KEY_3:
16366     case EL_KEY_4:
16367     case EL_EM_KEY_1:
16368     case EL_EM_KEY_2:
16369     case EL_EM_KEY_3:
16370     case EL_EM_KEY_4:
16371     case EL_EMC_KEY_5:
16372     case EL_EMC_KEY_6:
16373     case EL_EMC_KEY_7:
16374     case EL_EMC_KEY_8:
16375     case EL_DC_KEY_WHITE:
16376       RaiseScore(level.score[SC_KEY]);
16377       break;
16378     default:
16379       RaiseScore(element_info[element].collect_score);
16380       break;
16381   }
16382 }
16383
16384 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
16385 {
16386   if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
16387   {
16388 #if defined(NETWORK_AVALIABLE)
16389     if (options.network)
16390       SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
16391     else
16392 #endif
16393     {
16394       if (quick_quit)
16395       {
16396 #if 1
16397
16398 #if 1
16399         FadeSkipNextFadeIn();
16400 #else
16401         fading = fading_none;
16402 #endif
16403
16404 #else
16405         OpenDoor(DOOR_CLOSE_1);
16406 #endif
16407
16408         game_status = GAME_MODE_MAIN;
16409
16410 #if 1
16411         DrawAndFadeInMainMenu(REDRAW_FIELD);
16412 #else
16413         DrawMainMenu();
16414 #endif
16415       }
16416       else
16417       {
16418 #if 0
16419         FadeOut(REDRAW_FIELD);
16420 #endif
16421
16422         game_status = GAME_MODE_MAIN;
16423
16424         DrawAndFadeInMainMenu(REDRAW_FIELD);
16425       }
16426     }
16427   }
16428   else          /* continue playing the game */
16429   {
16430     if (tape.playing && tape.deactivate_display)
16431       TapeDeactivateDisplayOff(TRUE);
16432
16433     OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
16434
16435     if (tape.playing && tape.deactivate_display)
16436       TapeDeactivateDisplayOn();
16437   }
16438 }
16439
16440 void RequestQuitGame(boolean ask_if_really_quit)
16441 {
16442   boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
16443   boolean skip_request = AllPlayersGone || quick_quit;
16444
16445   RequestQuitGameExt(skip_request, quick_quit,
16446                      "Do you really want to quit the game ?");
16447 }
16448
16449
16450 /* ------------------------------------------------------------------------- */
16451 /* random generator functions                                                */
16452 /* ------------------------------------------------------------------------- */
16453
16454 unsigned int InitEngineRandom_RND(long seed)
16455 {
16456   game.num_random_calls = 0;
16457
16458 #if 0
16459   unsigned int rnd_seed = InitEngineRandom(seed);
16460
16461   printf("::: START RND: %d\n", rnd_seed);
16462
16463   return rnd_seed;
16464 #else
16465
16466   return InitEngineRandom(seed);
16467
16468 #endif
16469
16470 }
16471
16472 unsigned int RND(int max)
16473 {
16474   if (max > 0)
16475   {
16476     game.num_random_calls++;
16477
16478     return GetEngineRandom(max);
16479   }
16480
16481   return 0;
16482 }
16483
16484
16485 /* ------------------------------------------------------------------------- */
16486 /* game engine snapshot handling functions                                   */
16487 /* ------------------------------------------------------------------------- */
16488
16489 struct EngineSnapshotInfo
16490 {
16491   /* runtime values for custom element collect score */
16492   int collect_score[NUM_CUSTOM_ELEMENTS];
16493
16494   /* runtime values for group element choice position */
16495   int choice_pos[NUM_GROUP_ELEMENTS];
16496
16497   /* runtime values for belt position animations */
16498   int belt_graphic[4][NUM_BELT_PARTS];
16499   int belt_anim_mode[4][NUM_BELT_PARTS];
16500 };
16501
16502 static struct EngineSnapshotInfo engine_snapshot_rnd;
16503 static char *snapshot_level_identifier = NULL;
16504 static int snapshot_level_nr = -1;
16505
16506 static void SaveEngineSnapshotValues_RND()
16507 {
16508   static int belt_base_active_element[4] =
16509   {
16510     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
16511     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
16512     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
16513     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
16514   };
16515   int i, j;
16516
16517   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
16518   {
16519     int element = EL_CUSTOM_START + i;
16520
16521     engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
16522   }
16523
16524   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
16525   {
16526     int element = EL_GROUP_START + i;
16527
16528     engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
16529   }
16530
16531   for (i = 0; i < 4; i++)
16532   {
16533     for (j = 0; j < NUM_BELT_PARTS; j++)
16534     {
16535       int element = belt_base_active_element[i] + j;
16536       int graphic = el2img(element);
16537       int anim_mode = graphic_info[graphic].anim_mode;
16538
16539       engine_snapshot_rnd.belt_graphic[i][j] = graphic;
16540       engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
16541     }
16542   }
16543 }
16544
16545 static void LoadEngineSnapshotValues_RND()
16546 {
16547   unsigned long num_random_calls = game.num_random_calls;
16548   int i, j;
16549
16550   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
16551   {
16552     int element = EL_CUSTOM_START + i;
16553
16554     element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
16555   }
16556
16557   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
16558   {
16559     int element = EL_GROUP_START + i;
16560
16561     element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
16562   }
16563
16564   for (i = 0; i < 4; i++)
16565   {
16566     for (j = 0; j < NUM_BELT_PARTS; j++)
16567     {
16568       int graphic = engine_snapshot_rnd.belt_graphic[i][j];
16569       int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
16570
16571       graphic_info[graphic].anim_mode = anim_mode;
16572     }
16573   }
16574
16575   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16576   {
16577     InitRND(tape.random_seed);
16578     for (i = 0; i < num_random_calls; i++)
16579       RND(1);
16580   }
16581
16582   if (game.num_random_calls != num_random_calls)
16583   {
16584     Error(ERR_INFO, "number of random calls out of sync");
16585     Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
16586     Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
16587     Error(ERR_EXIT, "this should not happen -- please debug");
16588   }
16589 }
16590
16591 void SaveEngineSnapshot()
16592 {
16593   /* do not save snapshots from editor */
16594   if (level_editor_test_game)
16595     return;
16596
16597   /* free previous snapshot buffers, if needed */
16598   FreeEngineSnapshotBuffers();
16599
16600   /* copy some special values to a structure better suited for the snapshot */
16601
16602   SaveEngineSnapshotValues_RND();
16603   SaveEngineSnapshotValues_EM();
16604   SaveEngineSnapshotValues_SP();
16605
16606   /* save values stored in special snapshot structure */
16607
16608   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
16609   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
16610   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
16611
16612   /* save further RND engine values */
16613
16614   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
16615   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
16616   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
16617
16618   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
16619   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
16620   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
16621   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
16622
16623   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
16624   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
16625   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
16626   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
16627   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
16628
16629   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
16630   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
16631   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
16632
16633   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
16634
16635   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
16636
16637   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
16638   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
16639
16640   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
16641   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
16642   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
16643   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
16644   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
16645   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
16646   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
16647   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
16648   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
16649   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
16650   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
16651   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
16652   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
16653   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
16654   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
16655   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
16656   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
16657   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
16658
16659   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
16660   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
16661
16662   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
16663   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
16664   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
16665
16666   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
16667   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
16668
16669   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
16670   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
16671   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
16672   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
16673   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
16674
16675   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
16676   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
16677
16678   /* save level identification information */
16679
16680   setString(&snapshot_level_identifier, leveldir_current->identifier);
16681   snapshot_level_nr = level_nr;
16682
16683 #if 0
16684   ListNode *node = engine_snapshot_list_rnd;
16685   int num_bytes = 0;
16686
16687   while (node != NULL)
16688   {
16689     num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16690
16691     node = node->next;
16692   }
16693
16694   printf("::: size of engine snapshot: %d bytes\n", num_bytes);
16695 #endif
16696 }
16697
16698 void LoadEngineSnapshot()
16699 {
16700   /* restore generically stored snapshot buffers */
16701
16702   LoadEngineSnapshotBuffers();
16703
16704   /* restore special values from snapshot structure */
16705
16706   LoadEngineSnapshotValues_RND();
16707   LoadEngineSnapshotValues_EM();
16708   LoadEngineSnapshotValues_SP();
16709 }
16710
16711 boolean CheckEngineSnapshot()
16712 {
16713   return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16714           snapshot_level_nr == level_nr);
16715 }
16716
16717
16718 /* ---------- new game button stuff ---------------------------------------- */
16719
16720 static struct
16721 {
16722   int graphic;
16723   struct Rect *pos;
16724   int gadget_id;
16725   char *infotext;
16726 } gamebutton_info[NUM_GAME_BUTTONS] =
16727 {
16728   {
16729     IMG_GAME_BUTTON_GFX_STOP,           &game.button.stop,
16730     GAME_CTRL_ID_STOP,                  "stop game"
16731   },
16732   {
16733     IMG_GAME_BUTTON_GFX_PAUSE,          &game.button.pause,
16734     GAME_CTRL_ID_PAUSE,                 "pause game"
16735   },
16736   {
16737     IMG_GAME_BUTTON_GFX_PLAY,           &game.button.play,
16738     GAME_CTRL_ID_PLAY,                  "play game"
16739   },
16740   {
16741     IMG_GAME_BUTTON_GFX_SOUND_MUSIC,    &game.button.sound_music,
16742     SOUND_CTRL_ID_MUSIC,                "background music on/off"
16743   },
16744   {
16745     IMG_GAME_BUTTON_GFX_SOUND_LOOPS,    &game.button.sound_loops,
16746     SOUND_CTRL_ID_LOOPS,                "sound loops on/off"
16747   },
16748   {
16749     IMG_GAME_BUTTON_GFX_SOUND_SIMPLE,   &game.button.sound_simple,
16750     SOUND_CTRL_ID_SIMPLE,               "normal sounds on/off"
16751   }
16752 };
16753
16754 void CreateGameButtons()
16755 {
16756   int i;
16757
16758   for (i = 0; i < NUM_GAME_BUTTONS; i++)
16759   {
16760     struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
16761     struct Rect *pos = gamebutton_info[i].pos;
16762     struct GadgetInfo *gi;
16763     int button_type;
16764     boolean checked;
16765     unsigned long event_mask;
16766     int gd_x   = gfx->src_x;
16767     int gd_y   = gfx->src_y;
16768     int gd_xp  = gfx->src_x + gfx->pressed_xoffset;
16769     int gd_yp  = gfx->src_y + gfx->pressed_yoffset;
16770     int gd_xa  = gfx->src_x + gfx->active_xoffset;
16771     int gd_ya  = gfx->src_y + gfx->active_yoffset;
16772     int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16773     int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16774     int id = i;
16775
16776     if (id == GAME_CTRL_ID_STOP ||
16777         id == GAME_CTRL_ID_PAUSE ||
16778         id == GAME_CTRL_ID_PLAY)
16779     {
16780       button_type = GD_TYPE_NORMAL_BUTTON;
16781       checked = FALSE;
16782       event_mask = GD_EVENT_RELEASED;
16783     }
16784     else
16785     {
16786       button_type = GD_TYPE_CHECK_BUTTON;
16787       checked =
16788         ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
16789          (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
16790          (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
16791       event_mask = GD_EVENT_PRESSED;
16792     }
16793
16794     gi = CreateGadget(GDI_CUSTOM_ID, id,
16795                       GDI_INFO_TEXT, gamebutton_info[i].infotext,
16796                       GDI_X, DX + pos->x,
16797                       GDI_Y, DY + pos->y,
16798                       GDI_WIDTH, gfx->width,
16799                       GDI_HEIGHT, gfx->height,
16800                       GDI_TYPE, button_type,
16801                       GDI_STATE, GD_BUTTON_UNPRESSED,
16802                       GDI_CHECKED, checked,
16803                       GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16804                       GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16805                       GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16806                       GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16807                       GDI_DIRECT_DRAW, FALSE,
16808                       GDI_EVENT_MASK, event_mask,
16809                       GDI_CALLBACK_ACTION, HandleGameButtons,
16810                       GDI_END);
16811
16812     if (gi == NULL)
16813       Error(ERR_EXIT, "cannot create gadget");
16814
16815     game_gadget[id] = gi;
16816   }
16817 }
16818
16819 void FreeGameButtons()
16820 {
16821   int i;
16822
16823   for (i = 0; i < NUM_GAME_BUTTONS; i++)
16824     FreeGadget(game_gadget[i]);
16825 }
16826
16827 static void MapGameButtons()
16828 {
16829   int i;
16830
16831   for (i = 0; i < NUM_GAME_BUTTONS; i++)
16832     MapGadget(game_gadget[i]);
16833 }
16834
16835 void UnmapGameButtons()
16836 {
16837   int i;
16838
16839   for (i = 0; i < NUM_GAME_BUTTONS; i++)
16840     UnmapGadget(game_gadget[i]);
16841 }
16842
16843 void RedrawGameButtons()
16844 {
16845   int i;
16846
16847   for (i = 0; i < NUM_GAME_BUTTONS; i++)
16848     RedrawGadget(game_gadget[i]);
16849 }
16850
16851 static void HandleGameButtonsExt(int id)
16852 {
16853   if (game_status != GAME_MODE_PLAYING)
16854     return;
16855
16856   switch (id)
16857   {
16858     case GAME_CTRL_ID_STOP:
16859       if (tape.playing)
16860         TapeStop();
16861       else
16862         RequestQuitGame(TRUE);
16863       break;
16864
16865     case GAME_CTRL_ID_PAUSE:
16866       if (options.network)
16867       {
16868 #if defined(NETWORK_AVALIABLE)
16869         if (tape.pausing)
16870           SendToServer_ContinuePlaying();
16871         else
16872           SendToServer_PausePlaying();
16873 #endif
16874       }
16875       else
16876         TapeTogglePause(TAPE_TOGGLE_MANUAL);
16877       break;
16878
16879     case GAME_CTRL_ID_PLAY:
16880       if (tape.pausing)
16881       {
16882 #if defined(NETWORK_AVALIABLE)
16883         if (options.network)
16884           SendToServer_ContinuePlaying();
16885         else
16886 #endif
16887         {
16888           tape.pausing = FALSE;
16889           DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
16890         }
16891       }
16892       break;
16893
16894     case SOUND_CTRL_ID_MUSIC:
16895       if (setup.sound_music)
16896       { 
16897         setup.sound_music = FALSE;
16898
16899         FadeMusic();
16900       }
16901       else if (audio.music_available)
16902       { 
16903         setup.sound = setup.sound_music = TRUE;
16904
16905         SetAudioMode(setup.sound);
16906
16907         PlayLevelMusic();
16908       }
16909       break;
16910
16911     case SOUND_CTRL_ID_LOOPS:
16912       if (setup.sound_loops)
16913         setup.sound_loops = FALSE;
16914       else if (audio.loops_available)
16915       {
16916         setup.sound = setup.sound_loops = TRUE;
16917
16918         SetAudioMode(setup.sound);
16919       }
16920       break;
16921
16922     case SOUND_CTRL_ID_SIMPLE:
16923       if (setup.sound_simple)
16924         setup.sound_simple = FALSE;
16925       else if (audio.sound_available)
16926       {
16927         setup.sound = setup.sound_simple = TRUE;
16928
16929         SetAudioMode(setup.sound);
16930       }
16931       break;
16932
16933     default:
16934       break;
16935   }
16936 }
16937
16938 static void HandleGameButtons(struct GadgetInfo *gi)
16939 {
16940   HandleGameButtonsExt(gi->custom_id);
16941 }
16942
16943 void HandleSoundButtonKeys(Key key)
16944 {
16945 #if 1
16946   if (key == setup.shortcut.sound_simple)
16947     ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16948   else if (key == setup.shortcut.sound_loops)
16949     ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16950   else if (key == setup.shortcut.sound_music)
16951     ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
16952 #else
16953   if (key == setup.shortcut.sound_simple)
16954     HandleGameButtonsExt(SOUND_CTRL_ID_SIMPLE);
16955   else if (key == setup.shortcut.sound_loops)
16956     HandleGameButtonsExt(SOUND_CTRL_ID_LOOPS);
16957   else if (key == setup.shortcut.sound_music)
16958     HandleGameButtonsExt(SOUND_CTRL_ID_MUSIC);
16959 #endif
16960 }